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As far as I know you might want to read the GLSL or Vulkan specification. At least there (and by extension in SPIR-V) you can select different floating point be
by ablob 16d ago
As far as I know you might want to read the GLSL or Vulkan specification. At least there (and by extension in SPIR-V) you can select different floating point behaviors.
Historically graphics programming has been more concerned with looking good rather than being accurate, and behavior is likely different on each GPU. It's a "hop into the water and learn to swim" kind of thing as far as I'm concerned.
You will find errors for things you'll never have thought about and there is hardly any way to brace for it except trying on the go.
- jamiejquinn 16d agoAppreciate the looking good aspect but surely the graphics community also appreciates some level of consistency...?
- flohofwoe 15d agoIn short: Benchmark numbers were always more important than consistency (traditionally, GPU vendors competed on frames-per-second, not on image quality). E.g. floating point behaviour is only the tip of the iceberg. Every GPU vendor also does mipmapping differently (to balance image quality versus required memory bandwidth).