Advertisement Jump to content

Archived

This topic is now archived and is closed to further replies.

boontje

programmable pipelines

This topic is 5339 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello all, I hope i have put this in the right forum... I was wondering, as a beginner in graphics programming... Those programmable pipelines... I know how to setup a vertex/pixel shader, but how can i make use of the multiple programmable pipelines?? My radeon 9800 pro has 4 of them, the new X800 has 6(vertex that is). How should i see this? Setting up 4 vertex shaders, setting 4 streams... and they starting working in parallel? Or will the 4 pipelines be used for the same geometry i send to the video card working with the same shader? I am a bit confused here, maybey someone can clear this up for me

Share this post


Link to post
Share on other sites
Advertisement
You''re probably thinking of texturing units, in which case it''s the video card''s job to deal with it, not yours.

Share this post


Link to post
Share on other sites
Well,

I think i found the answer somewhere in an ATI document... I should see it as a SIMD(Single Instruction Multiple Data). So, if there are 4 vertex pipelines, there will be 4 vertex shaders running, all the same, parallel. This means no worries for me about multiple pipelines

source:

http://www.ati.com/developer/SIGGRAPH02/GHProgrammability-notes.pdf

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!