Unified and diversified shading

nAo said:
I'm also wondering how many ALUs slots go wasted when you're doing 1,2,3 components ops and at the same time another op can't be co-issued.
Obviously it's not going to happen but it would be nice to push 'diversification' even further and to have only scalar ALUs..;)
3DLabs vertex processor does this IIRC Instead of banks of 4 component ALUs, it has bucket loads of scalar ALUs that are simple used in multiple of 4 usually.
 
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Jawed said:
Anyway, as far as I can tell, the IHV optimisation guys like to reinforce the message of masking your instructions (e.g. .rg) at every possible opportunity so that must be to maximise co-issuability in the pipeline.
Jawed
It may also be to give the compiler more opportunity to reorder instructions and possibly to reduce write-read dependencies in the hardware.
 
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