On Tuesday 08 February 2005 22:06, Daniel Phillips wrote:
>
> It's the interpolants that are really going to eat multipliers:
>
> Horizontal rasterization:
>
>   - two multiplies per interpolant for perspective correction
>
> Vertical rasterization:
>
>   - one multiply per interpolant to correct for pixel alignment

Are these in the model yet?

> With 17 interpolants, most of which need perspective correction (in my
> opinion; some may think this justifiable only for textures) we've
> already exceeded our multiplier budget and haven't even begun to think
> about filtering, blending, mipmapping, fog and probably other things.

If we can make a reciprocal with a LUT and some logic, maybe we can do the 
same for a multiplier? Haven't thought it through, but multiplying is 
generally easier than dividing.

> So pretty soon it's time to make some hard choices about what is
> expendable, where to compromise on quality and throughput, and how
> throughput is going to degrade gracefully as features are turned on.
> All of which I'm sure Timothy has been thinking about, but now it's
> about time to take inventory and see just how bad things are.

How complete is the software model right now? I think it would be a good idea 
to try and complete that as much as possible. It will give a complete picture 
of what we need to do, and a framework to figure out what is the best 
compromise.

> It's also possible to create more multipliers in random logic, as
> Timothy mentioned several times, but this is only going to work out in
> places where precision is really limited.

And it may be expensive. If a single generic adder takes up 1%, then how much 
will a multiplier be?

Lourens
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