{Sniping}Waste
Regular
Do yall know who Sireric is?T2k said:Chalnoth said:Either way, Sireric's post was just plain wrong.
We love you, Chalnoth.
He of all ppl here should know the R3XX cores and what it can do.
Do yall know who Sireric is?T2k said:Chalnoth said:Either way, Sireric's post was just plain wrong.
We love you, Chalnoth.
{Sniping}Waste said:Do yall know who Sireric is?T2k said:Chalnoth said:Either way, Sireric's post was just plain wrong.
We love you, Chalnoth.
He of all ppl here should know the R3XX cores and what it can do.
OpenGL guy said:Why don't you just admit your own errors? "If 32 were actually available, they'd be exposed by now." In any event, sireric wasn't really wrong. Have the cap bits changed for R300? No, hence there was no change to the temp registers. There's no practical need to expose four more temps for R300. "Because we can" is not compelling enough to me, and, apparently, to others at ATI.
I read the quote above as, "if Microsoft would let us, we'd support 32 temporary registers."2) The R300 has 32 temporary registers in the vertex and pixel shaders (64 "total"). We currently "reveal" 12 in the pixel shader (not sure about vertex shader), following DX9 recommendations. We will raise that as caps bits allow or DX9 specs change.
It says "we will raise that". Does it say "we will raise that to 32"? No. Does it give a timeframe? No. Get over it. You are the one in error.Chalnoth said:OpenGL guy said:Why don't you just admit your own errors? "If 32 were actually available, they'd be exposed by now." In any event, sireric wasn't really wrong. Have the cap bits changed for R300? No, hence there was no change to the temp registers. There's no practical need to expose four more temps for R300. "Because we can" is not compelling enough to me, and, apparently, to others at ATI.I read the quote above as, "if Microsoft would let us, we'd support 32 temporary registers."2) The R300 has 32 temporary registers in the vertex and pixel shaders (64 "total"). We currently "reveal" 12 in the pixel shader (not sure about vertex shader), following DX9 recommendations. We will raise that as caps bits allow or DX9 specs change.
As I stated, we could expose 16, but it's pointless.The caps bits have been available for supporting 32 temporary registers the entire time DX9 has been released.
huh, i guess the part that says "recommendation" has you confused.Chalnoth said:OpenGL guy said:Why don't you just admit your own errors? "If 32 were actually available, they'd be exposed by now." In any event, sireric wasn't really wrong. Have the cap bits changed for R300? No, hence there was no change to the temp registers. There's no practical need to expose four more temps for R300. "Because we can" is not compelling enough to me, and, apparently, to others at ATI.
I read the quote above as, "if Microsoft would let us, we'd support 32 temporary registers."2) The R300 has 32 temporary registers in the vertex and pixel shaders (64 "total"). We currently "reveal" 12 in the pixel shader (not sure about vertex shader), following DX9 recommendations. We will raise that as caps bits allow or DX9 specs change.
The caps bits have been available for supporting 32 temporary registers the entire time DX9 has been released.
Chalnoth said:Either way, Sireric's post was just plain wrong.
I'm not sure why 12 was settled upon when we can easily do 16, but I guess Microsoft did their own research on PS 2.0 shaders and concluded that 12 was enough. I mean, I suppose it could make things easier for other vendors *shrug*DemoCoder said:I'm curious if there is a performance drop if more than 12-16 are used. Curious that 12 was settled on as the API limit.
Maybe they thought IHVs would do 16 registers, but might have a use of a few registers as scratch for macro expansion. Ie set aside four registers that aren't visible to the runtime, but only for the driver's internal use?OpenGL guy said:I'm not sure why 12 was settled upon when we can easily do 16, but I guess Microsoft did their own research on PS 2.0 shaders and concluded that 12 was enough. I mean, I suppose it could make things easier for other vendors *shrug*DemoCoder said:I'm curious if there is a performance drop if more than 12-16 are used. Curious that 12 was settled on as the API limit.
Where would the other sixteen go? Reserved for texture coord registers, or sampler results (yes, I'm confused about PS2)?Under OpenGL, there's an opportunity to use more temps because the driver gets to attempt compilation and optimization before telling the app the shader is not suitable. If the driver can rearrange things to fit into the driver, then it will do so. Under D3D we don't have this option so we have to be more conservative, although 16 would still be fine.
gandalfthewhite said:wow sir eric and Open GL guy i cant belive your even paying attention to chanloths replies damn
alright for those who dont know i dont know why you dont know but whatever Sire Eric and Open GL guy WORK for ATI if their is any question about the architecture THEIR the ones that you will get informed answers from same with drivers
edit: damn u hellbinder ya beat me to it
Here:Althornin said:I also wonder why you think its 32 registers, and OpenGL guy says 16 for DX9 SM2.0
12 min/32 max: The number of r# registers is determined by PS20Caps.NumTemps (which ranges from 12 to 32).
When did I say that?Make up your mind. When ATI treats em as smart, you bitch and say that they shouldnt leave them room to screw up. When ATi does that, you bitch. Which is it?