On Fri, 24 Oct 2008 15:17:06 -0500 Ioannis Papadopoulos <[EMAIL PROTECTED]> wrote:
> If I'm not mistaken, the critical path is basically operations on > vectors/matrices - I'm not an expert on graphics, but I thought that's > the reason why the GPUs look a lot like vector processors. Well today GPU are lot more than just vertex, fragment shader are becoming more complex every year up to the point that they can be considered as a program by themself. In the end you often schedule out a quad and keep going on others quads while doing texture fetch or waiting for some others resources. So we might want to schedule by ourself what we want to run in order to hide latency like texture fetch (this what gpu scheduler does basicly), it seems that openmp is good when you know the exact things you are going to do at compile time so it can do the complexe thread scheduling for you but in this case you only know at runtime what kind of fragment program you will have to run. Cheers, Jerome Glisse <[EMAIL PROTECTED]> ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev