On Wednesday 27 July 2005 03:18 pm, Roland Scheidegger wrote: > Patrick McFarland wrote: > > Heh, the only thing I want is GL ARB fragment shaders accelerated as much > > as possible by R200 hardware. I don't see that happening with ATI's > > binary drivers, they only support the old ATI pre-ARB fragment shader > > interface. > > I'm not sure if it would be useful to even try something like that. Not > only would you violate the spec (hardware doesn't support required > precision/range of values), but if you'd try to compile a shader you'd > likely figure out it won't fit into these 8 instruction slots anyway (ok > if we'd figure out how to pass the values from stage 1 to stage 2 we > would get 16 slots, and we could do even 1 level of dependant texture > reads). But there are probably a ton of things you couldn't directly fit > to the hardware and you'd need to expand to multiple instructions.
Even if we violate precision/range stuff, being able to accelerate simplistic shaders would be quite useful. Its better than not having a software implementation of the shader pipeline. Also, what stops you from splitting up a shader, and running the peices back to back over multiple passes? Can't you emulate longer shaders doing that? -- Patrick "Diablo-D3" McFarland || [EMAIL PROTECTED] "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989
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