Luminescent
Veteran
Nvidia stated they have given pixel shaders of the NV30 abilities above and beyond the vertex shaders of NV2X architectures. If you view the following:
http://developer.nvidia.com/docs/IO/1310/ATT/AUserProgrammableVertexEngine.pdf
and scroll to the section of hardware implementation, you will notice the organization of the NV2X architecture's geometry engine. Anyone surmise the fragment shaders of the NV30 are arranged in a similar/different manner? What is the possiblity of the NV30 having these 5 units per shader pipe. Per cycle shader efficiency with 32-bit floats would be similar to the R300 if true. Do any of you think the pixel shader could simoultaneously thread a scalar op with a 4 component vector op, as in the NV2X vertex architecture? Would there be any peformance cons for this type of configuration?
Any sort of knowledge/speculation/expertise would be appreciated.
Thankyou.
http://developer.nvidia.com/docs/IO/1310/ATT/AUserProgrammableVertexEngine.pdf
and scroll to the section of hardware implementation, you will notice the organization of the NV2X architecture's geometry engine. Anyone surmise the fragment shaders of the NV30 are arranged in a similar/different manner? What is the possiblity of the NV30 having these 5 units per shader pipe. Per cycle shader efficiency with 32-bit floats would be similar to the R300 if true. Do any of you think the pixel shader could simoultaneously thread a scalar op with a 4 component vector op, as in the NV2X vertex architecture? Would there be any peformance cons for this type of configuration?
Any sort of knowledge/speculation/expertise would be appreciated.
Thankyou.