On Tue, 8 Feb 2005 20:24:51 -0500, Daniel Phillips <[EMAIL PROTECTED]> wrote:
> On Tuesday 08 February 2005 16:43, Timothy Miller wrote:
> > On Tue, 8 Feb 2005 16:06:05 -0500, Daniel Phillips wrote:
> > > Vertical rasterization:
> > >
> > >   - one multiply per interpolant to correct for pixel alignment
> >
> > Well, here's what I think may have to happen (and it's going to kinda
> > suck):  Since there's an alignment correction for each interpolant,
> > plus we have to do the vertical interpolation, I suggest we use 2 or
> > maybe up to 4 multpliers and have the vertical logic iterate over the
> > interpolants.  For 17 interpolants and 3 multipliers, that's 6 cycles
> > to compute all interpolants so that the horizontal units can work on
> > them.  But that's only 3 fp adders and 3 fp multipliers (gotta design
> > one of those!).
> 
> So the texture pipe will stall for every span less than 12 pixels wide,
> which will be easily noticeable I think.  If we get rid of one
> interpolant we get back two multipliers and can do the job in 4 cycles,
> with one multiplier left over.  Saving 1/3 of the span setup in return
> for losing 1/17th of the interpolants sounds like a pretty good deal to
> me :-)
> 
> Supposing that we can manage 3 million triangles/second, that is 100,000
> per frame at 30 FPS.  Assuming an overdraw factor of 3 and screen size
> of 1280x1024, that is about 39 pixels/triangle.  So most triangles are
> going to spend a lot of time stalling if the span setup is too slow.
> 
> Of course, 3 million triangles/second might be just too ambitious.
> 
> > > 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.
> >
> > That's 17 multiplies, but we can do some looping if we have to.
> 
> 17 for vertical and 34 for horizontal, isn't it?

34 total.
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