Hi,
I have a little newbie question:
I possess a GeForce 5900 fx with a core clock of 400 MHz like the ones described here:
On that page I found the following:
"4 enhanced pipelined pixel processors. Each of them is equipped with two texture filtering units, two integer-valued floating-point ALUs and one simply floating-point ALU. It results to three floatong-point operations. Such configuration allows up to 12 pixel operations per clock. "
What I would like to know is:
What is the absolute maximum number of pixel shader instructions that this card can handle per second?
Is a pixel operation = an instruction in a fragment shader program?
Maybe it helps if I post the program:
# Get the color off a texture
TEXC R0, f[TEX0], TEX2, RECT;
# kill fragments with alpha = 0
KIL EQ.w;
# divide rgb by alpha
RCP R0.w, R0.w;
MUL o[COLR].xyz, R0, R0.w;
What is the maximum number my card can call this program per second?
thx in advance
Leif
I have a little newbie question:
I possess a GeForce 5900 fx with a core clock of 400 MHz like the ones described here:
On that page I found the following:
"4 enhanced pipelined pixel processors. Each of them is equipped with two texture filtering units, two integer-valued floating-point ALUs and one simply floating-point ALU. It results to three floatong-point operations. Such configuration allows up to 12 pixel operations per clock. "
What I would like to know is:
What is the absolute maximum number of pixel shader instructions that this card can handle per second?
Is a pixel operation = an instruction in a fragment shader program?
Maybe it helps if I post the program:
# Get the color off a texture
TEXC R0, f[TEX0], TEX2, RECT;
# kill fragments with alpha = 0
KIL EQ.w;
# divide rgb by alpha
RCP R0.w, R0.w;
MUL o[COLR].xyz, R0, R0.w;
What is the maximum number my card can call this program per second?
thx in advance
Leif