Re: Blurring in HLSL
Mark Sararu <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Ivan-Assen Ivanov wrote: >> Second, you can calculate the Gaussian blur in a single post-processing >> pass if you want. It's no different from doing the horizontal and >> vertical in two different passes, except for the amount of math >> involved. If you do that, then you'll be using a large amount of pixel >> shader instructions compared to framebuffer writes, which will generally >> be slower than just doing two separate passes on render targets. All >> hardware is decent enough at fill rate compared to shader instructions >> that it doesn't make sense to try to do it in a single post-process >> pass. When we get a 1000:1 ratio of shader ops:framebuffer writes, that >> detemrination may change, but we're nowhere near there just yet :-) >> > > I beg to disagree - it still depends on the particular hardware and > filter sizes. > > There's this weird piece of hardware that has > sold in the mid-two-digit millions, yet refuses to sample from its framebuffer, > so if you're doing two passes, you have to do transfer the results from the > first pass into RAM, and 5x5 and 9x9 Gaussian kernels turn out faster > in one pass instead of separated in H and V. > > I'm curious, what hardware is that? This is the first I've heard of this and I'm wondering if it's something I'd need to worry about. ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list