OpenGL guy said:and leave it at that.
ps. nice pic at DH.
No that is Joe Chien a software director from Silicon Valley. The dude on the left some of you may know from the forums as OpenGL Guy
OpenGL guy said:and leave it at that.
No that is Joe Chien a software director from Silicon Valley. The dude on the left some of you may know from the forums as OpenGL Guy
~6' 2" is not tall enough? I knew I should've worn risersHeathen said:I pegged him as taller for some reason and red haired... :? :?
"How useful is sincos() as a dedicated instruction?" is something that I find myself asking.Chalnoth said:And if this is what ATI is basing their performance comparison on, then it is severely flawed. Their description of nVidia's number of operations per clock is very different from the description they apply to ATI's hardware. Similarly, it doesn't take into account other functions. According to David Kirk, the NV3x can do a sin/cos in 2 cycles, while ATI takes 7-8. If this comparison is on a per-pipeline basis, then nVidia could do sin/cos functions in half the time on a per-clock basis.
OpenGL guy said:I'll just say your analysis and conclusion are severly flawed and leave it at that.
hjs said:OpenGL guy said:and leave it at that.
ps. nice pic at DH.
No that is Joe Chien a software director from Silicon Valley. The dude on the left some of you may know from the forums as OpenGL Guy
Just did a quick check, and the error over the whole range with linear interpolation stays at around 3e-5, so doing it this way seems fine compared to the macro implementation.andypski said:A 2048 entry 16-bit fixed point table would introduce an additional error (at the sampling points) of about 3e-5 when compared to a 32-bit float implementation (such as on a current CPU). I haven't bothered to work out the maximum error at the linearly interpolated intermediate points yet, but I reckon it's probably pretty useable.
As a reference the maximum permitted absolute error for the sincos instruction in a pixel shader is 0.002, so there's probably some wiggle room - it seems like a workable method.
andypski said:Just did a quick check, and the error over the whole range with linear interpolation stays at around 3e-5, so doing it this way seems fine compared to the macro implementation.andypski said:A 2048 entry 16-bit fixed point table would introduce an additional error (at the sampling points) of about 3e-5 when compared to a 32-bit float implementation (such as on a current CPU). I haven't bothered to work out the maximum error at the linearly interpolated intermediate points yet, but I reckon it's probably pretty useable.
As a reference the maximum permitted absolute error for the sincos instruction in a pixel shader is 0.002, so there's probably some wiggle room - it seems like a workable method.
So there you have it - for a really accurate sin/cos on an R300 you can use a texture and get it in 0 cycles (sometimes).
Definitely better than 2
Is that with a 16-bit integer texture? Is filtering supported with that texture format on the R3xx?andypski said:Just did a quick check, and the error over the whole range with linear interpolation stays at around 3e-5, so doing it this way seems fine compared to the macro implementation.
Yes and yes.Chalnoth said:Is that with a 16-bit integer texture? Is filtering supported with that texture format on the R3xx?
~6' 2" is not tall enough?
The mad scottish driver writer?Heathen said:I pegged him as taller for some reason and red haired...
Not quite...OpenGL guy said:~6' 2" is not tall enough?
He's rarely seen without one...K.I.L.E.R said:Nice beer GL Guy
nelg said:OpenGL guy, you look like you had one to many in that photo. Remember, no drinking and drivering .
Tattletale!Genghis Presley said:I think this may be related to the mysterious 'illness' he was suffering the next day.nelg said:OpenGL guy, you look like you had one to many in that photo. Remember, no drinking and drivering .
I'm pretty sure it was a margaritaK.I.L.E.R said:Nice beer GL Guy.
No that is Joe Chien a software director from Silicon Valley. The dude on the left some of you may know from the forums as OpenGL Guy