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Great story. Which Intel integrated GPU, if you remember? And what shader language? It looks like GLSL expects `float` to be a normal float32. https://www.k
by valleyer 5y ago
Great story. Which Intel integrated GPU, if you remember?
And what shader language? It looks like GLSL expects `float` to be a normal float32.
https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Scalars https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Scalars
- kevingadd 5y ago"The specific sizes and formats for integers and floats in GLSL are only for GLSL 1.30 and above. Lower versions of GLSL may not use these exact specifications." Pre-1.3.0 was a truly dark era. Lots of really nasty driver and hardware issues lurking around.
- jjoonathan 5y agoIt was a Core 2 Duo white plastic macbook (or were they still iBooks?). I don't remember the exact GPU, but I do remember that it was the very early "wild west" days of GPGPU. Getting GPUs to do things other than draw textured polygons was a strange, crazy, cool idea. It would be years until transcoding and media editing tools managed to make it work. My PPC mac still absolutely smoked the new intel mac at those tasks, even with vector extensions, but of course the transition was underway and there would be no going back. The language was GLSL. I'm glad to see that sometime in the last decade and a half they decided to mandate float32. Pulling out the float8s to win a benchmark these days would be... something!
- formerly_proven 5y agoFunny how this turned around - until very recently low-precision (<32 bit floats) arithmetic was intentionally limited on consumer cards - iirc FP16 rate was limited to 1/100th or something crazy like that. Intel being the true pioneers they are not only made this available at full performance to their customers, but even the default!