I've just read a whitepaper named "Xbox Pixel Shader Performance" which you can find in the latest XBOX SDK.
here's some quote :
I'm wondering if such restriction also apply to current PC GPU product,such as NV3X and R3XX.
here's some quote :
First, on any one clock, the four pixel shader pipelines can only work on pixels belonging to a single triangle. This means that if you were to draw, say, four 1-pixel triangles in a row, it would take a minimum of 4 clocks, and three of the pixel shader pipelines would remain idle during each clock, unable to work in parallel with the one active pixel shader pipeline because there are no other pixels to work on in the current triangle.
The restriction is that the four pixel shader pipelines can draw to only one quad on any given clock. No matter whether 1, 2, 3, or 4 pixels of a given quad are covered by a triangle, that quad will tie up all four pixel shader pipelines while its being drawn.
the two pixel-shader-pipeline parallelism restrictions can be rolled into a single sentence: The four pixel shader pipelines can draw in parallel only to a single quad of a single triangle.
I'm wondering if such restriction also apply to current PC GPU product,such as NV3X and R3XX.