On 8/23/06, James Richard Tyrer <[EMAIL PROTECTED]> wrote:
Jon Smirl wrote:
> On Tue, 22 Aug 2006 22:06:36 -0700, James Richard Tyrer wrote:
>
>> Jared Putnam wrote:
>>> The weaknesses of GPUs are:
>>>
>>> There is no support for integers or fixed point.
>> Actually, this isn't a weakness. IIUC, GPUs use unsigned integers only
>> for control functions. Is there really a need for signed integers? And,
>> AFAIK, fixed point only exists in software.
>
> DirectX 10 adds a requirement for integer support in the shaders.
I presume that you mean signed integers as data.
http://download.microsoft.com/download/f/2/d/f2d5ee2c-b7ba-4cd0-9686-b6508b5479a1/Direct3D10_web.pdf
Is there a reason for this?
What size integers are required?
Obviously, the pixel output needs to be converted to integer (which
would [or should] actually be considered fixed point if used in
calculations), but I didn't think that the shader did that. Hardware
conversion would be the most efficient for that.
--
JRT
--
Jon Smirl
[EMAIL PROTECTED]
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