On Wednesday 09 February 2005 02:24, Daniel Phillips 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 :-)

However, the smaller the triangles the less accurate perspective correction we 
need. Essentially, the T&L engine in software will take care of it by moving 
the vertices appropriately. Quake 1 did one reciprocal every 16 pixels.

Maybe we could figure out some way of decreasing perspective correction 
quality in exchange for performance as triangles get smaller?

Lourens


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