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. _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
