- Thread Starter
- #61
ziggy, what do these results actually represent?
Well I'm testing various GLSL fragment programs, from very basic (test #0) to more complicated, and I time them with the RDTSC instruction. The time scale isn't fixed (because I use RDTSC, it depends on the CPU frequency) but what matters is the variation between test #0 (which is alsmost certainly hardware accelerated) and the other ones. If one of the test was being emulated by CPU, we would get for this test a number at least 10 times bigger, more probably 100 times. This didn't happen so there's no problem with fragment shaders, they're all GPU accelerated even the complicated cases.
EDIT : Sri Narayan, I replied in my previous message, I suggest you now to try to remove these assert on glGetError (you can leave the others) and see what happens. YOu'll need to remove all the asserts on glGetError (there are some in several source files)