4 ms·
Surely that doesn't deal with differences due to GPU rounding and similar?
by gsnedders 8y ago
Surely that doesn't deal with differences due to GPU rounding and similar?
- pcwalton 8y agoBecause I use highp everywhere, the only sources of rounding error I can think of are blending and quantization to 8-bit unorm. D3D requires that these round in a certain way: https://docs.microsoft.com/en-us/windows/desktop/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion https://docs.microsoft.com/en-us/windows/desktop/direct3d10/... So I suspect that implementations behave the same way. It'll have to be tested, of course.
- gsnedders 8y agohighp is technically specified as only min float16, right? (Though given the perf cost of going for a larger float it seems unlikely any implementation will?) Last time I spoke to gw there were fair differences in WebRender down to rounding error between different GPUs (and drivers, IIRC), though almost certainly you'll know better the situation nowadays (and wrt Pathfinder).