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Patrick McFarland wrote:

> Even if we violate precision/range stuff, being able to accelerate simplistic 
> shaders would be quite useful. Its better than not having a software 
> implementation of the shader pipeline.

The problem is that most shaders that use ARB_fp or NV_fp aren't
simplistic enough.  It would be a *lot* of work to benefit 1% of
real-world shaders.

> Also, what stops you from splitting up a shader, and running the peices back 
> to back over multiple passes? Can't you emulate longer shaders doing that?

So, I looked into this really deeply in the past for other things.  The
problem is it gets *very* hard to deal with framebuffer blend modes.  If
you have an arbitrary triangle list, triangles in the list may overlap.
 If you have a framebuffer blend mode other than dst=src, you can't
multipass it (generally) without breaking up the triangle list and
sending one triangle at a time.  It would not surprise me at all if the
performance there was close to that of a good software implementation.

This, BTW, is what ATI's "fbuffer" in all about.
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