Tom Cook wrote:
I don't know a lot about shaders; is floating point a "must" or would fixed
point be possible?  Fixed point would simplify the logic a good deal.

Tom, you and anybody else who wants to know what feature
set is required for a programmable GPU need to read

ARB_vertex_program specification
<http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_program.txt>

ARB_fragment_program specification
<http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_program.txt>

You can skip the early sections labelled "Issues" and "Additions
to Chapter X of the OpenGL Specification" on a first reading,
but you should read them afterwards because a lot of design
choices are explained there.

These date from 2003 so only represent the absolute minimum
functionality for a 1st generation GPU. But that's enough to
drive a lot of design choices: in MISC vs RISC, or fixed vs
float, if it can't implement the ARB vertex and fragment
shaders, it's a no go.

(Note that these describe virtual machine instructions and
that shaders are assembled at runtime on the target GPU, so
it's OK for one ARB instruction to be translated into more
than actual GPU operation.)


After designing a GPU that can implement the ARB low level
shaders, buy a copy of
        OpenGL Shading Language, 2nd edition
        Randi J Rost
        Addison-Wesley

That's what modern GPUs are expected to implement.

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

Reply via email to