James Richard Tyrer wrote:
I can't see having more than one ALU per shader since it should have 4 32 bit float hardware multipliers. Since the standard shader operation is multiplying three 4x4 matrices, it is the hardware multipliers that is going to boost throughput.

While I don't have much experience with this stuff I do remember someone at nekochan.net did optimize mplayer using the madd and nmsub instructions on the MIPS processors to optimize the matrix operations, gaining 300% optimization. The interesting read can be found here:

http://forums.nekochan.net/viewtopic.php?t=2976

Erik

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