Shifty Geezer said:Sounds to me like G70 pipes where the texture units are tied in with the shader units, so you either texture or shade but not both, the idea being that if you're not texturing, a specialist texture-unit is silicon sitting idle. Multithreading is reminiscent of Xenos' threading to overcome stalls. I don't know how GPU's handle that already. I guess the idea is if a shader needs a texture read and the texture isn't local, rather than stall the shader pipeline waiting for the fetch, the pipe (processor. quad?) switches switches to another shader thread. That's going solely by the abstract Jaws posted and no investigation of the actual patent, mind!
Well, seems like a unified shader pipeline judging from fig 2. (as version posted in the other thread)
You can see the execution piplelines consuming vertex/fragment buffers. It looks like a unified shader 'quad' with a 'coupled' texture unit... certainly different from Xenos' non-quad, 16 ALU unified shader units with fully decoupled texture units...