Need some insight on pixel pipelines and instreuction/clock

Leif

Newcomer
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
 
If you're very lucky, IIRC you get two bilinear texture fetches and two floating point vec4 operations per clock per pipeline on your card. But that depends on a lot of factors and only NVidia can give you a precise answer since the exact internals of pixel pipelines are a well-protected secret. They offer a tool that tells you what you want to know:

http://developer.nvidia.com/object/nvshaderperf_home.html
 
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