Only one dx9 rendertarget on the GFFX?

Discussion in 'Architecture and Products' started by tb, Jan 29, 2003.

  1. OpenGL guy

    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    2,357
    Likes Received:
    28
    That's for the fixed function pipeline only. The maximum allowed is 8 there.

    With PS2.0, you can have 16 different textures bound with 8 sets of u,v coordinates or you can address those 16 textures however you want in the pixel shader with the 32 address instructions.
     
  2. Mummy

    Regular

    Joined:
    Jun 30, 2002
    Messages:
    266
    Likes Received:
    4
    Location:
    Vault Thirteen
  3. croc_mak

    Newcomer

    Joined:
    Mar 26, 2002
    Messages:
    46
    Likes Received:
    0
    Availability of 4 128-bit rendertargets can be very useful for multi-pass rendering of long pixel shaders, that don't fit within the single pass resource limits. Depending on the shader, you'll need temporary locations to store your intermediate register values..Since all DX9 pixel math is done in floating point, you need the intermediate buffers to be float too. If you are limited to a single buffer - you may have to do more passes. Again, this depends on the actual shader and what resources this shader is short at.
     
  4. Mintmaster

    Veteran

    Joined:
    Mar 31, 2002
    Messages:
    3,897
    Likes Received:
    87
    Good point croc_mak.

    And Chalnoth, before you argue about NV30 not needing to multipass due to longer shader length, remember that there may be conditions where you need more than 16 textures.

    One example is the spherical harmonic lighting. In a paper I've been looking at, they need 25 RGB coefficients for a total of 25 textures, and they need to do a 25x25 matrix multiply for glossy lighting and some other math. It's possible they don't need to store so many intermediate values, but you get the idea.

    Sorry if I'm being presumptuous.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...