On 2009-10-27, Hugh Fisher wrote:
> Petter Urkedal and Timothy Miller wrote:
> >> (c) Someone else will have to tell us about computed branches.
> > 
> > (Just quoting this as a reminder to the readers.)
> 
> Shader Models 1 through 4, corresponding to DirectX up to version 10 and
> OpenGL up to 2.1, don't require computed branches. All flow of control
> instructions are to known labels or entry points within the source code.
> So for just 3D, there's no need for anything but PC-relative/absolute.
> 
> But it occurs to me that GPUs these days also get used for decompressing
> images/video and various kinds of Photoshop style image filtering. Since
> this is done on existing hardware I'd assume that they don't *need*
> indirect branching, but maybe it would make it easier? Anyone want to
> comment?
> 
> DirectX 11, just coming out, has a new general purpose computer shader
> API. And there's OpenCL ... Long term, I'd suggest people are going to
> want computed branches on their GPUs, so allow for it in the design.

It sounds to me that that we can it for now.  I think it has somewhat
limited applicability anyway, and one can always do the same in log N
time with binary branches, where N is smaller than the address width.
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