First, was I totally naive in thinking that the Dawn-capable OpenGL driver really was the work of some talented CS student, and not something ATI developed themselves and released anonymously?
Second, I remember someone at NVidia saying that Dawn would just be impossible on R300 hardware, because some of the pixel shaders used branching and things and were up to 350 instructions long.
So, were the NVidia guys using "350 instructions and branching" in the same way that the NV30 had "8 pipelines"?
Or does the OpenGL driver completely rewrite the shaders so they fit within the R300s limit? If so, does this imply that the original Dawn shaders were written very inefficiently?
Or does the OpenGL driver set up multipassing somehow? Wouldn't that be difficult to do without modding the application?
Second, I remember someone at NVidia saying that Dawn would just be impossible on R300 hardware, because some of the pixel shaders used branching and things and were up to 350 instructions long.
So, were the NVidia guys using "350 instructions and branching" in the same way that the NV30 had "8 pipelines"?
Or does the OpenGL driver completely rewrite the shaders so they fit within the R300s limit? If so, does this imply that the original Dawn shaders were written very inefficiently?
Or does the OpenGL driver set up multipassing somehow? Wouldn't that be difficult to do without modding the application?