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In OpenGL ES there is no default precision in the fragment shader. Applications must explicitly specify the minimum precision as highp (FP32), mediump (FP16), o
by jra101 12y ago
In OpenGL ES there is no default precision in the fragment shader. Applications must explicitly specify the minimum precision as highp (FP32), mediump (FP16), or lowp (10 bit integer).
If the application uses mediump or lowp the GPU is free to run those computations at a lower precision.
https://developer.apple.com/library/ios/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW7 https://developer.apple.com/library/ios/documentation/3DDraw...
- cromwellian 12y agoYes, but it's still apples-to-oranges. If drivers are defaulting to lower precision, you're essentially comparing two different workloads. (I'm not sure why people are voting it down, it is a legitimate point to want to see Apples-to-Apples benchmarks. GFXBench has a high-precision Render Quality bench, but it doesn't appear to have a high-precision framerate benchmark)