Hyp-X said:There's no such thing as FP12.
FX supports the following formats:
FX12 (fast) - 12 bit fixed point: s1.10 range [-2;+2)
FP16 (slow) - 16 bit floating point: s5e10
FP32 (slow) - 32 bit floating point: s8e23
R3xx supports the following format:
FP24 (fast) - 24 bit floating point: s7e16
Ilfirin said:Hyp-X said:FP16 - 16 bit floating point: s5e10
FP32 - 32 bit floating point: s8e23
FP24 - 24 bit floating point: s7e16
You got the mantissa/exponents backwards on the FPs:
FP16 - s10e5
FP24 - s16e7
FP32 - s23e8
Doomtrooper said:Is all DX8 class cards FX9 ?? If so what gave the improved dynamic range on the 8500 difuse bump mapping example ?
To be absolutely correct (hey, the word "supports" can get kinda flaky these times!), the R3xx can accept FP32 requests.Hyp-X said:R3xx supports the following format:
FP24 (fast) - 24 bit floating point: 1s 7e 16m
Freak'n Big Panda said:can accept FP32 requests but just converts them to FP24 correct?
R300 internal R300 external FX internal FX external
FX8 FX12 FX8
FX16 (*)FX16
FP24 FP16 FP16 (+)FP16
FP32 FP32 (+)FP32
(*) only as texture but not as rendertarget and only up to 2 components
(+) only under OpenGL
Eric said that?LeStoffer said:sireric (ATI) has told us that writing out their internal format to 128b (FP32) and reading it back in as a texture 'causes no precision loss'.
Does it cause a performance hit?LeStoffer said:Freak'n Big Panda said:can accept FP32 requests but just converts them to FP24 correct?
Correct. The texture address (data input if you wish) can be FP32, but is converted to an ATI 'internal' FP24 during the pixel shader calculations. The R3x0 can expand the result from the pixel shader up to FP32 data afterwards, however.
sireric (ATI) has told us that writing out their internal format to 128b (FP32) and reading it back in as a texture 'causes no precision loss'.
Reverend said:Eric said that?
From the link and for the record, sireric actually said this :LeStoffer said:Reverend said:Eric said that?
Yeah. The comment is over a year old and I'm not sure why I came by the thread, but here it is:
http://216.180.225.194/~beyond3d/forum/viewtopic.php?t=1902
Look towards the end for Erics nice inside information.
In my experience, sireric's last sentence (when taking into account his first) is not true, if he meant it to mean all absolute cases.In the same way, when reading a full 128b (4x32b SPFP) per texel texture, we convert the external format to our internal format. Writing out our internal format to 128b and reading it back in as a texture causes no precision loss.