Is the scalar part ever used/useful for vertex or pixel shaders?
It handles all the control flow.
Is the scalar part ever used/useful for vertex or pixel shaders?
It is used in texture processing.Is the scalar part ever used/useful for vertex or pixel shaders?
That's understandable as there is none.
"SIMT" (a really ridiculous term in my opinion) is just a stupid way to describe the mapping of a problem formulated in an implicitly parallel way onto an SIMD architecture with lane masking support.
Same as that "Bindless Texture" that was anounced with Keplar, we just didn't reference it because we have PRT.
You have to admit though, that SIMT is a bit more catchy than "tmoapfiaipwoaSawlms" [my bold above].
]Dave Baumann said:They read the resource constants and cache them, allowing the GPU to support any number textures per shader. Same as that "Bindless Texture" that was anounced with Keplar, we just didn't reference it because we have PRT.
]
I'm afraid I lost you at the PRT part.
]
I'm afraid I lost you at the PRT part.
]
I'm afraid I lost you at the PRT part.
In retrospect, this wasn't a great choice IMHO, as one is not necessarily and immediately obviously a superset of the other, and the bindless thing is pretty damn useful.
Not only, it also can improve performance in the CPU.Davros said:so bindless textures its just a fancy name for use as many textures as you want ?
Sure, mention it to the people that are going to get the most benefit (i.e developers), but at "Tech Day" you are apealing to the end users as much as press. If I have a few features that are interesting but outside of the DX model at the moment I'll spend time talking about the one that is more likely to resonate with the users ("Oooo, hardware accellerated MegaTextures").