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#1 |
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yes, i'm drunk
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Is it the ROPs or which?
Trying to get 100% clear on the "under 4 pixel polygons get wasted" (Huddys statement about 75% of work going to waste at max settings tesselation in StoneGiant)
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I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
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#2 |
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Registered
Join Date: Feb 2010
Posts: 5
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The pixel shader always processes 2 X 2 groups of pixels (called "quads") but there is no other part of a GPU that necessarily does. Quads exist for the purpose of mip mapped texture filtering; if you compute texture coordinates for each pixel in a 2 X 2 quad, you can do a little bit of math on the four coordinates to determine which mip maps should be sampled.
This is one of many reasons why a GPU is poor at rendering tiny triangles. A one-pixel triangle is shaded as a 2 X 2 quad, which wastes 75% of pixel shader resources. |
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#3 |
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Junior Member
Join Date: Mar 2007
Posts: 34
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nice reply
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#4 |
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yes, i'm drunk
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Cheers, that cleared it up perfectly
__________________
I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
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#5 |
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Invisible Member
Join Date: Apr 2002
Location: La-la land
Posts: 4,989
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If extensive tesselation support starts catching hold, what's the chance of future GPUs dropping the pixel quad concept entirely and shading only individual pixels?
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"If I were a science teacher and a student said the Universe is 6000 years old, I would mark that answer as wrong (why? Because it is)." -Phil Plait |
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#6 |
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Heteroscedasticitate
Join Date: Mar 2005
Posts: 2,354
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It's more likely that they'll do something along the lines of quad-fragment-merging.
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Donald Knuth: Science is what we understand well enough to explain to a computer. Art is everything else we do. |
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#7 |
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Member
Join Date: Nov 2007
Posts: 938
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If most rendered triangles are one pixel (or sub-pixel) sized, it's better just to render the points as a point cloud, and drop the triangles (polygons) entirely.
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#8 |
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Junior Member
Join Date: Dec 2006
Posts: 90
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i heard they looked into this sort of thing during the ps3's development - and you still need a triangle concept for filtering "or it looks like a mosaic.."
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#9 |
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Senior Member
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Other factors in the fragment pipeline would make shading of tiny primitives inefficient long before hitting the quad boundary, like rasterization granularity and batch-size limitations.
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