Intessting thing. In the patent of PS is written that when tesselation is off, than there is also no Surface Shader and the PS acts directly after input assembler.
https://patents.google.com/patent/US20180082399A1/en
Also Mike Mantor stated that AMD can do a lot of culling bevor vertices form a polygon.
https://www.gamersnexus.net/guides/3010-primitive-discarding-in-vega-with-mike-mantor
https://patents.google.com/patent/US20180082399A1/en
Also Mike Mantor stated that AMD can do a lot of culling bevor vertices form a polygon.
“In a chipset we’ve been building for a while now, we have a vertex process that runs and it could either be a domain shader or a vertex shader, could be a vertex process on the output of a geometry shader that’s doing amplification or decimation. And at that point when you finally have the final position of the vertices of the triangle, is one point where we can always find out whether or not the triangle is inside of the frustum, back-faced, or too small to hit. From frustum testing, there’s a mathematical way to figure out whether or not a vertex is inside of the view frustum. If any one of the vertices are inside of the view frustum, then we’ll know that the triangle can potentially create pixels. To do a back-faced culling perspective, you can find two edges or with three vertices you can find one edge and a second edge, and then you can take a cross-product of that and determine the facedness of the triangle. You can then product that with the eye-ray, and if it’s a positive result, it’s facing the direction of the view, and if it’s negative it’s a back-faced triangle and you don’t need to do it. […] State data goes in to whether or not you can opportunistically throw a triangle away. You can be rendering something where you can actually fly inside of an object, see the interior of it, and then when you come outside, you can see outside-in – in those instances, you can’t do back-faced culling.”
https://www.gamersnexus.net/guides/3010-primitive-discarding-in-vega-with-mike-mantor
Last edited: