Jawed
Legend
Well there's a concensus that NVidia uses a single pipeline and that there's an upper limit on the number of fragments in flight. I merely came to agree with that concensus late :smile: - don't shoot the messenger.
You should scan the two threads I've linked above - you'll see there's quite a bit of evidence.
The patent you linked to provides two things:
Jawed
You should scan the two threads I've linked above - you'll see there's quite a bit of evidence.
The patent you linked to provides two things:
- MIMD quad fragment pipelines (as opposed to NV4x style SIMD across all fragment pipelines)
- staggered-start of fragment processing (to stagger texture memory accesses, decreasing peak load)
Jawed