What is the current consensus about fe. blending vs. pixel-shader? Which is faster? I search for some article, nothing to be found. There are quite some operations you can do (at least half) in shaders:
ztest vs. discard (only on source-value)
alphatest vs. discard (only on source-alpha)
blending vs. mul/mad (possible with ping-pong rts)
I'm asking because I wanted to do SSAO-multiply with blending (allows me to use a single-channel rendertarget, which in turn allows fetch-4/gather, which in turn allows me to do a less costly or wider blur), but I want to be sure it's worth the effort.
Any nice articles comparing fixed vs. programmable, in terms of whats possible and how fast it is in both cases? It's a traditional topic for a B3D-article, right?
ztest vs. discard (only on source-value)
alphatest vs. discard (only on source-alpha)
blending vs. mul/mad (possible with ping-pong rts)
I'm asking because I wanted to do SSAO-multiply with blending (allows me to use a single-channel rendertarget, which in turn allows fetch-4/gather, which in turn allows me to do a less costly or wider blur), but I want to be sure it's worth the effort.
Any nice articles comparing fixed vs. programmable, in terms of whats possible and how fast it is in both cases? It's a traditional topic for a B3D-article, right?
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