2009/9/24 Hugh Fisher <[email protected]>: ... > Running this program over the Orange book demos, 9 of the shaders > wouldn't compile because they used features only available in newer > versions of GLSL not supported by Mesa3D. For the 90 shaders that > did work, the average number of lines of code (assembler, not high > level) is 32. > > Breaking down by instruction type over those 90 shaders > > Lines = 2863 > Other 50 = 1.7% (These are branch targets) > Branch 80 = 2.8% > Scalar 1008 = 35.2% > Vector 1725 = 60.3% >
What kinds of vector ? Size 4, 3 or 2 scalar in the same time? > Yes, the ratios have shifted since the early days of Shader Model > 1.0 and low level assembler. But not much. 3D graphics in the GPU > era is still all about vector/matrix crunching. > > The only argument I've heard so far in favour of MIMD is that it > would improve the performance for scalar workloads. For a graphics > chip, that doesn't appear to be a smart approach. > _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
