@Jawed said:
The shader I posted is ALU bound on Tahiti (so should be on Fiji), now that I play with it in CodeXL (had to rewrite as HLSL ). Regardless, it seems we agree that it's possible to test the effect of defeated delta colour compression without relying upon a texture. I'm not sure what else is required to ensure that the test becomes a pure fillrate versus bandwidth test. What per-architecture foibles are lying in wait?
Also, what pixel formats should be tested: 32-bit RGBA is the default presumably. What about 16-bits per channel? etc.
The shader I posted is ALU bound on Tahiti (so should be on Fiji), now that I play with it in CodeXL (had to rewrite as HLSL ). Regardless, it seems we agree that it's possible to test the effect of defeated delta colour compression without relying upon a texture. I'm not sure what else is required to ensure that the test becomes a pure fillrate versus bandwidth test. What per-architecture foibles are lying in wait?
Also, what pixel formats should be tested: 32-bit RGBA is the default presumably. What about 16-bits per channel? etc.