Originally posted by M@GOid
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AMD R600g Is Making Progress With Tessellation, Running Heaven
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Originally posted by bridgman View Post
If the only missing feature is fp64 (assuming the game doesn't actually use it) can't you just force a GL level over-ride either manually or via drirc ?
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Originally posted by asdfblah View PostOh, wait, nevermind, I confused different features... Anyway, if fp64 in softpipe/llvmpipe is already done (according to mesamatrix.net ), why not use that?
You don't want to fall back to CPU emulation for fp64 support, when the GPUs can do it themselves. (Not natively, but the GPU can use f32 instructions to emulate f64 instructions - that's much faster than doing it on the CPU, and dragging everything else related to that shader also to be on the CPU just because it had a 64bit instruction in it at one place)
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Originally posted by smitty3268 View Post
This has been gone over a lot of times before.
You don't want to fall back to CPU emulation for fp64 support, when the GPUs can do it themselves. (Not natively, but the GPU can use f32 instructions to emulate f64 instructions - that's much faster than doing it on the CPU, and dragging everything else related to that shader also to be on the CPU just because it had a 64bit instruction in it at one place)
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Originally posted by eydee View Post
There could be some fallback until the real thing is implemented though. Some applications might not need high speed, only the ability to run.
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Originally posted by airlied View Post
Then those apps can use llvmpipe directly. It just doesn't make any sense what you propose to try and run one shader in software on the CPU. The answer that makes sense is to write fp64 on fp32 support for r600g, nothing else is even worth the thought process.
This can change in the future, when developers accept it and officially support it. This is very rarely the case in the present and won't change in the near future.
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