Recent content by Philip

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    Vulkan/OpenGL Next Generation Initiative: unified API for mobile and non-mobile devices.

    There's one extension for the cross-platform parts of the feature, and N extensions for the platform-specific parts (e.g. Win32 HANDLEs and D3D interoperability). Currently N=1 but they could add more without duplicating the common bits. It's similar to Vulkan's WSI, which has some common...
  2. P

    Tile-based Rasterization in Nvidia GPUs

    After a bit more testing: I think the significant output here is just output.Color.a - the compiler's analysis is smart enough to realise that all 7 possible values for it are equal, so it doesn't have to be stored in memory and can be replaced with a constant in the pixel shader. If I simply...
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    Tile-based Rasterization in Nvidia GPUs

    I saw the apparent compression in both cases - using the same value for multiple attributes in one vertex, and using the same value for one attribute in multiple vertexes. But... after more testing, I'm not convinced that it isn't really just the compiler being smart. E.g. the original code...
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    Tile-based Rasterization in Nvidia GPUs

    Hmm, I see there are screenshots from other devices on http://www.neogaf.com/forum/showthread.php?t=1256067 which look to me like: 1080 (4 GPC, 20 SM): partition(x, y) = (x + 3*y) % 4 980Ti (6 GPCs, 22 SMM): partition(x, y) = [0,1,2,3,4,0,1,2,3,5,0,1,2,3,4,5,0,1,2,3,4,5][(x + 3*y) % 22] or...
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    Tile-based Rasterization in Nvidia GPUs

    From my testing on a GTX 970, I think the explanation for the weirdness is something like: The screen is split into tiles of 16x16 px, which are assigned to 4 interleaved partitions. (My terminology is probably all wrong but never mind). Each partition corresponds to a GPC, and the number of...
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