Oh don't start with that. We'll be getting 'expert' opinion on CPU design next.Dave B(TotalVR) said:Ever heard of Metagence?
Dave
Oh don't start with that. We'll be getting 'expert' opinion on CPU design next.Dave B(TotalVR) said:Ever heard of Metagence?
Dave
Dave B(TotalVR) said:huh?
Chalnoth said:Vaguely. Did a quick google search. They claim no performance hit for context switching. The main question: is this technology applicable for GPU programming, where the pipelines are much longer?
I really don't see why this logic you're describing is any different than the typical triangle setup logic, other than the possibility that one would want to allow sample positions to not lie in an ordered grid. The real question I would have for you is, can this logic be used efficiently for other purposes in 3D graphics? If not, then there's not much point in generalizing it for a GPU manufacturer.Dave B(TotalVR) said:But, the MSAA logic upsamples the geometry info amongst other things which invovles multiplications and such, so why not multiply different numbers from elsewhere on the chip and use the results elsewhere on the chip?
Haven't you learned that anytime Chalnoth says "I don't see why" or "I would expect that" that you can immediately dismiss whatever follows as being completely incorrect or based on false assumptions?Simon F said:Oh don't start with that. We'll be getting 'expert' opinion on CPU design next.Dave B(TotalVR) said:Ever heard of Metagence?
Dave
Chalnoth said:I really don't see why this logic you're describing is any different than the typical triangle setup logic, other than the possibility that one would want to allow sample positions to not lie in an ordered grid. The real question I would have for you is, can this logic be used efficiently for other purposes in 3D graphics? If not, then there's not much point in generalizing it for a GPU manufacturer.Dave B(TotalVR) said:But, the MSAA logic upsamples the geometry info amongst other things which invovles multiplications and such, so why not multiply different numbers from elsewhere on the chip and use the results elsewhere on the chip?
Do you mean scaling by 2 in X and Y? It's utterly trivial.Dave B(TotalVR) said:Anyway, upsampling all the geometry has gotta be a pretty big task in itself...