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Member Since 13 Nov 2007
Offline Last Active Apr 15 2015 10:28 AM

Posts I've Made

In Topic: GL3.3 Mixed FBO Resolutions Problem?

24 April 2014 - 06:40 AM

I wouldn't say supporting mixed resolutions is a good thing at all :) If you attach several RTs and one of them is smaller, the driver maybe has no idea that the smaller one isn't actually used and it goes conservative...


Sounds like correct behaviour to me, maybe correct me.

In Topic: Is SuperSampling really a bad choice when going deferred ?

31 March 2014 - 09:09 AM

You could do a custom adaptive SSAO as HW MSAA does. That is render into 2x2, 3x3 (ha!) or 4x4 bigger target (and perhaps a 1x1 target, too, for faster look-up? or just a custom "down-sampled" version?) and before doing any lighting, just identify blocks that need detailed lighting/shading... Performance won't be as good as with HW MSAA, of course :(

In Topic: data compression

24 February 2014 - 05:08 AM

I wonder what was OP smoking to start this thread :) He's just trolling... So many nice and relevant answers, just in vein :(

In Topic: Port HLSL to x86 Assembly

20 February 2014 - 08:42 AM

There are sampling instructions which do various kinds of texture filtering and then there are vector instructions, fences and many things, which you'd have to emulate in SW.


HLSL compiles to D3D bytecode, which still isn't really "assembly" and that gets compiled (JIT) to real HW ASM. Do you want to emulate this in SW or what is the reason? I don't understand how the fact that you code in ASM helps you, since you'll have to get familiar with HLSL (which is C++ "like") anyway.

In Topic: Port HLSL to x86 Assembly

19 February 2014 - 03:31 AM

DX11 WARP runs very well (and slow but that's not the problem, right?), however that's not quite just what OP asked, I guess..