rcpedersen
12-18-2007, 06:56 AM
Under both Cg and Microsofts HLSL there is support for a half-floating point data type. half, half2, half3, half4
Does OpenGL support something similiar? Both Microsofts HLSL compiler and NVIDIAs Cg compiler is capabable of optimizing the shaders source additionally with forexample special normalization instructions. Does OpenGL support half-floating points ?
Also there is a pragma instructions, #pragma optimize(on), how is one to see if the driver is capable at all of optimizing the shader if one can not see the shader assembler? Does OpenGL support access to intermediate shader assembly as Microsoft DirectX does? I remeber something similiar under the Cg interface but there is no information on OpenGL on how to get intermediate shader assembly code?
My primary platform is NVIDIA G80
Does OpenGL support something similiar? Both Microsofts HLSL compiler and NVIDIAs Cg compiler is capabable of optimizing the shaders source additionally with forexample special normalization instructions. Does OpenGL support half-floating points ?
Also there is a pragma instructions, #pragma optimize(on), how is one to see if the driver is capable at all of optimizing the shader if one can not see the shader assembler? Does OpenGL support access to intermediate shader assembly as Microsoft DirectX does? I remeber something similiar under the Cg interface but there is no information on OpenGL on how to get intermediate shader assembly code?
My primary platform is NVIDIA G80