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stanlo

Slow single channel floating point blending

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I'm trying to do some simple additive floating point blending (src + dst), and it works fine for an RGB16F render target, but the performance is really slow on, say, an R16F render target. Am I doing something wrong? As far as I can tell, everything seems to be working correctly - it just runs really slow when using R16F or RG16F. Maybe this is not natively supported on my card (geForce 7 series)?

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