> Pray you have programmable blending
I prayed for programmable blending via "blending shaders" (and FWIW programmable texture decoding via "texture shaders" - useful for custom texture format/compression, texture synthesis, etc) since i first learned about pixel shaders waay back in early 2000s.
Somehow GPUs got raytracing before programmable blending when the former felt like some summer night dream and the latter just about replacing yet another fixed function block with a programmable one :-P
(still waiting for texture shaders though)
My favorite part of the GS was the sheer insanity of the bus, 2560 bits wide in total with a clever split on the cache. The PS3 felt like a step down in some ways, blending especially.
How does this approach compare to Dolphin's ubershader?
What's meant by top-left raster?
[dead]
How far do I gotta read before this article will expand the "GS" acronym? Interesting stuff but I'm being left behind here.