Jaws said:V3 said:This is just an analogy below,
CPU= 32 S|APUs (vertex shading)
GPU= 32 S|APUs (pixel shading)
CPU<=>GPU--->output
Replace 32 with whatever number you think but there's a 1:1 mapping. And call the S|APUs whatever depending on whether VS or PS units. And both CPU and GPU will be classed as CELL based as they should be able to execute Apulets (Software Cells). That's what I'm leaning towards...
APUs for fragment shading is over kill, fragment shading unit is cheap to implement in term of silicon estate and could be useful for post processing. You don't want to waste APUs for that.
Maybe what you want is to unify the rendering pipeline, shade everything in micropolygon style, instead of treating vertex and pixel seperately.
Not like the way ATI solution for Xbox next, where it is just for load balancing. And the rendering pipeline still similar to current solution.
I said it was an analogy!
These PS S|APUs are specilized for the GPU. Not like your VS S|APUs on the CPU. What are the differences, well this is what I think nVidia is doing!
They could even be Salc/Salps and do not even have to be 4way SIMD units or they could be other pixel engine type units from nVidia or Sony.
And I agree with your micro-polygons shading style which is why I think this is likely,
http://www.beyond3d.com/forum/viewtopic.php?t=18849
EDIT: I'll coin these VS|APUs and PS|APUs for vertex and pixel units so,
CPU= 32 VS|APUs
GPU= 32 PS|APUs
CPU<=>GPU--->output
Both CPU and GPU can work on 32bit data and exchange both ways.