one said:Unified ALUs will be nice to save a silicon budget but it seems to work optimally only when the arbiter is intelligent enough. I assume you can directly use them in the manual configuration mode by assigning the fixed number of Pixel/Vertex Shader units, too.
OK explain to me why it needs to be smart?
You can't do too much pixel processing because you need to have transformed the the verts first and you can't do too much vertex processong because you need to store the results.
So all the arbitor has to do is keep the ALU's in use, parcel them out on a demand basis. If the vertex Fifo is full, them they all go to rendering, if it's empty they transform.
The reason this is a relatively simple problem (assuming the intervening fifo is large enough) is that both tasks are linked.