By my reading this maps conventional fixed-function OpenGL onto a shader
implementation.

Yes, exactly.

As you implied, we don't have sufficient hardware to
implement a fully programmable shader, so it isn't a lot of use.

We do not have enough to implement all the features present in pre- G80 cards, yes. This does not stop us from making a fast, limited capability processor like those in the G80, and continue to parallelize them untill we run out of silicon. That is the major advantage of this architecture - even if we only have 4 shaders, it will still run (albeit very slowly).

I wouldn't be surprised if this is how fully programmable sharer hardware (eg. the G80) works. If a fixed-function OpenGL path is used, the driver just
uploads a suitable shader function to the hardware.

After reading about the G80 a little, that is almost exactly what I was thinking of.

Once we synthesize our DMA/VGA cpu core, we can get a reasonable estimate of the % silicon needed for a simple pipelined RISC and go from there, unless somebody already knows.

Hope that clarifies my thoughts!
Nicholas
_______________________________________________
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