Jawed said:Alstrong said:I thought by competing, he meant that there would be a competition between pixel and vertex operations. He mentions load balancing in the following sentence.
Vertex and pixel operations already are competing in current GPUs.
Either the pixel shaders are waiting because the vertex shaders can't keep up - or the vertex shaders can't push any more triangles into the rasteriser because the pixel shaders can't keep up.
Xenos provides an automatic load balancer between the two - so that no ALUs go unused - they're always fully assigned to the current workload, whatever the relative proportions of the vertex and pixel workloads.
The developers can fine-tune the workloads by providing compiler hints about the typical amount of work in, for example, a loop. If the scheduler knows that a loop typically runs up to four times, it can use that information to bias scheduling towards looping 1 to 4 times...
Jawed
Yes that's the theory.