Re: Blurring in HLSL

Oscar Forth <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
heh ... I never thought of trying that ... I just removed the fullscreen
blur in the end ... it didn't add anything to the game and was just there
because another platform, with a very very quick frame buffer that sold even
more units, had cycles to burn :D

2009/8/11 Ivan-Assen Ivanov <[email protected]>

> > 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.
>
>
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