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To: All
The Cell architecture

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Single precision floating point computation is geared for throughput of media and three-dimensional graphics objects. In this vein, the decision to support only a subset of IEEE floating point arithmetic and sacrifice full IEEE compliance was driven by the target applications. Thus, multiple rounding modes and IEEE-compliant exceptions are typically unimportant for these workloads, and are not supported. This design decision is based the real time nature of game workloads and other media applications: most often, saturation is mathematically the right solution. Also, occasional small display glitches caused by saturation in a display frame is tolerable. On the other hand, incomplete rendering of a display frame, missing objects or tearing video due to long exception handling is objectionable.

38 posted on 06/09/2008 1:13:18 PM PDT by Ernest_at_the_Beach (No Burkas for my Grandaughters!)
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To: All; ShadowAce; Straight Vermonter
most often, saturation is mathematically the right solution.

I don't know what that means...any idea?

40 posted on 06/09/2008 1:21:31 PM PDT by Ernest_at_the_Beach (No Burkas for my Grandaughters!)
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