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.
>
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