--- [EMAIL PROTECTED] wrote: > I don't speak on generic terme, i speak about real world example of > current complexe vector shader and pixel shader. > I speak of the actual code which we intend to use; it contains a lot of vector and matrix operations. --- We aren't trying to make a programmable shader with these SIMD units, are we? I think we can easily use the SIMD units in a pseudo-fixed pipeline.
Look at some previous posts on the subject: http://article.gmane.org/gmane.comp.graphics.opengraphics/2445 http://article.gmane.org/gmane.comp.graphics.opengraphics/2553 http://article.gmane.org/gmane.comp.graphics.opengraphics/2461 These are two shader examples and an analysis of various functions used. Just looking at that list, it is almost all dot products. Taking a previous quote from Nicolas: > All of this show me that GPU are almost like normal CPU that manage more > complexe DATA (vect4 rather than int). Looking at those posts, I think that vector operations are used in a GPU (if we ignore the whole shader issue). Why not use the very efficient SIMD units that have already been designed by Sun? This does _not_ mean using the whole FPU, CPU, or even any more of the design -- I just want the SIMD unit architecture. I perused the ogsim code and it appears to be filled with vector operations -- there is no getting around that. I honestly don't care if there aren't even vector instructions for programmable shaders -- if we can exploit vector ops to make our pipeline faster, I think we should do it. _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
