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d000hg

Vertex data decompression shaders?

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I use customised vertex data to save on the bloat of using D3D vertex formats (about a 8x improvement on space). Currently I decompress in software but I wondered if a vertex shader to do this would be complex or easy> I''m supporting shaderless hardware so firstly would there be a big performance drop (their code may be better optimised but it doesn''t have specialist knowledge of my algorithms), and secondly how much faster would it be on shader-equipped hardware since there''d be a dual benefit - much less bandwidth across the bus and not doing as much in software? Thankyou. (Any links appreciated, I know some shader theory but never used it. My dev system has no hardware shaders.)

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quote:
Original post by d000hg
I use customised vertex data to save on the bloat of using D3D vertex formats (about a 8x improvement on space). Currently I decompress in software but I wondered if a vertex shader to do this would be complex or easy


It depends on your compression techniques. Remember that although vertex shaders are pretty flexible, there are a number of limits to keep in mind. When dealing with compression, one big limitation is that vertex shaders cannot perform any kind of bit manipulation.
quote:
Original post by d000hg
I''m supporting shaderless hardware so firstly would there be a big performance drop (their code may be better optimised but it doesn''t have specialist knowledge of my algorithms), and secondly how much faster would it be on shader-equipped hardware since there''d be a dual benefit - much less bandwidth across the bus and not doing as much in software?


I''m not sure what you mean. Do you mean a performance drop when compared to NOT using vertex compression?

As far as the performance of the vertex shader goes, you should be ok. Vertex processing is rarely a bottleneck in PC games. Just keep in mind that the more instructions in your vertex shader, the longer it''s going to take.
quote:
Original post by d000hg
My dev system has no hardware shaders.)


If you need to, you could use the Reference Rasterizer to develop shaders. It will be dog slow but at least you can do your dev work.

neneboricua

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