![Sony PlayStationPortable Скачать руководство пользователя страница 140](http://html.mh-extra.com/html/sony/playstationportable/playstationportable_documentation_406324140.webp)
27
GRAPHIC FORMATS
140
27
Graphic Formats
27.1
1555 ABGR
27.2
4444 ABGR
27.3
8888 ARGB
27.4
swizzling
Internally, the GE processes textures as 16 bytes by 8 rows blocks (independent of actual pixelformat, so a 32*32 32-bit texture is a
128*32 texture from the swizzlings point of view). When you are not swizzling, this means it will have to do scattered reads from the
texture as it moves the block into its texture-cache, which has a big impact on performance. To improve on this, you can re-order your
textures into these blocks so that it can fetch one entire block by reading sequentially.
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F
30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F
40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F
50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F
60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F
70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
0G 0H 0I 0J 0K 0L 0M 0N 0O 0P 0Q 0R 0S 0T 0U 0V
1G 1H 1I 1J 1K 1L 1M 1N 1O 1P 1Q 1R 1S 1T 1U 1V
2G 2H 2I 2J 2K 2L 2M 2N 2O 2P 2Q 2R 2S 2T 2U 2V
3G 3H 3I 3J 3K 3L 3M 3N 3O 3P 3Q 3R 3S 3T 3U 3V
4G 4H 4I 4J 4K 4L 4M 4N 4O 4P 4Q 4R 4S 4T 4U 4V
5G 5H 5I 5J 5K 5L 5M 5N 5O 5P 5Q 5R 5S 5T 5U 5V
6G 6H 6I 6J 6K 6L 6M 6N 6O 6P 6Q 6R 6S 6T 6U 6V
7G 7H 7I 7J 7K 7L 7M 7N 7O 7P 7Q 7R 7S 7T 7U 7V
The block above is a 32 bytes by 8 lines texture block (so it could be a 8*8 32-bit block, or a 16*8 16-bit block). Each pixel is
represented here by a vertical index (first value) of 0-7. The second index is the horizontal index, ranging from 0-U. When reorganizing
this for swizzling, we will order the data so that when the GE needs to read something in the first 16Œ8 block, if can just fetch that
entire block, instead of offsetting into the texture for each line it has to read. The resulting swizzled portion looks like this:
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F
40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F
60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
0G 0H 0I 0J 0K 0L 0M 0N 0O 0P 0Q 0R 0S 0T 0U 0V 1G 1H 1I 1J 1K 1L 1M 1N 1O 1P 1Q 1R 1S 1T 1U 1V
2G 2H 2I 2J 2K 2L 2M 2N 2O 2P 2Q 2R 2S 2T 2U 2V 3G 3H 3I 3J 3K 3L 3M 3N 3O 3P 3Q 3R 3S 3T 3U 3V
4G 4H 4I 4J 4K 4L 4M 4N 4O 4P 4Q 4R 4S 4T 4U 4V 5G 5H 5I 5J 5K 5L 5M 5N 5O 5P 5Q 5R 5S 5T 5U 5V
6G 6H 6I 6J 6K 6L 6M 6N 6O 6P 6Q 6R 6S 6T 6U 6V 7G 7H 7I 7J 7K 7L 7M 7N 7O 7P 7Q 7R 7S 7T 7U 7V
Notice how the rectangular 16*8 blocks have ended up as sequential data, ready for direct reading by the GE.
27.5
S3TC Compression
Содержание PlayStationPortable
Страница 114: ...12 AUDIO PROCESSING 114 12 Audio Processing 12 1 Overview 44100 Hz Sample Frequency ...
Страница 116: ...14 WLAN 116 14 WLAN ...
Страница 117: ...15 USB PORT 117 15 USB Port ...
Страница 118: ...16 UMD 118 16 UMD ...
Страница 119: ...17 MEMORY STICK 119 17 Memory Stick ...
Страница 128: ...21 FLASH MEMORY STRUCTURE FLASH1 128 21 Flash Memory Structure flash1 DIC REGISTRY VSH THEME ...
Страница 141: ...28 IPL 141 28 IPL ...