That's implying the GS has to be separateAiluros said:Anyone care to speculate, how one could place a GS in a pipeline with unified PS/VS units?
Simply:
GS--->Shader Units?
Xmas said:That's implying the GS has to be separateAiluros said:Anyone care to speculate, how one could place a GS in a pipeline with unified PS/VS units?
Simply:
GS--->Shader Units?
AFAIK the Geometry Shader doesn't necessarily have the same functonality / instructions as the VS/PS; I believe the only elements that are confirmed as unified (in their instruction set / capability requirements) are the VS and PS.
IMO heavily SIMD-like integer operations are also crucial (for topology processing).Xmas said:What does a GS need? Fast vector math.
WGF 2.0 requires integer math in PS/VS, too.Mate Kovacs said:IMO heavily SIMD-like integer operations are also crucial (for topology processing).Xmas said:What does a GS need? Fast vector math.
Yes.Mate Kovacs said:With bitwise ops included?
Ailuros said:No wonder I'm asking for clarifications....
Xmas said:But if it is a separate unit, you need a unified shader -> GS -> triangle setup -> unified shader loop.
Dave B(TotalVR) said:When is all this gonna be in my PC?
Ailuros said:Dave B(TotalVR) said:When is all this gonna be in my PC?
=/>2006.