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WizardOfOzzz

ddx_coarse in D3D11?

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Hey Guys, I was reading over the docs in the D3D11 preview. One interesting thing I noticed was the addition of two seperate derivative instructions. There is now ddx/ddy and ddx_coarse/ddy_coarse. Unfortunately they don't specify how they are different. Any ideas out there? I'm figuring the current ddy/ddy are already coarse (computed on 2x2 pixels blocks), so maybe they have figured out how to use a central differencing scheme or something instead? Seems like that would cost a lot in terms of the extra fragments needed to compute such a derivative Any ideas? Eric

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