I've been thinking about programmable shaders and what we should
implement.  If we have some reasonable way to load immediate values
into vectors, then we can subsume all of the following into a single
dot product primitive:
- scalar adds and subtracts
- scalar multiplies
- vector dot product
- matrix multiply

We'll need a few other things like computing reciprocols (for
divides), vector sums and vector multiplies.  (Later today, when I
have time, I'll produce a more formal and precise description of the
primitives I have in mind.)

Anyhow, it seems to me that we should look at some examples.  There
are two things we can do here.  Some people with experience can write
out, in high-level pseudo-code, some simple shader programs.  And
someone else could look at the OGA "model" and convert that into the
pseudo code corresponding to how it would be fully implemented in a
programmable shader (some details can be left out).

This will help us figure out which primitives we need.  And from
experience later, we can figure out where we might benefit from adding
a few more and optimizing some things.
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