DavidGraham
Veteran
Hi guys , first I would like to tell you about how much I appreciate this forum , it is full of experts and good chunk of info .
I am an amateur to the computer and 3D world , I am interested in both , as such I have a few mysterious questions I would like to be answered , most of them are targeted at the very basics :
1-The Shading instruction , or any kind of instructions for that matter , are just Copy or Move or Go To instructions ? from what I know , computer instructions are no more than this , it is called instructions because it redirects memory information to specific locations to get them processed in a process , for example if the data is to be added the instruction is called 'Add' . Or to get them saved in another memory location (which would be called "Store Instruction" , am I right ?
2-In the Graphics Pipeline , I see a piece of Hardware called the Rasterizer ! from the every little that I know Vertex Setup happens first , where the GPU receives a good chunk of vertices , do matrix calculations on them by the shader cores , and then starts Interpolating colors in the process known as Rasterization , which -I assume- is handled by that Rasterizer , the thing here is that this bugger is only capable of Rasterizing one triangle per clock cycle , which is very low !
My Question here :
-Does Rasterizing occurs after Vertex Setup or before it ?
-Rasterizing a triangle means interpolating colors between it's vertices to generate pixels .. right ?
-If so , then the very low output of the Rasterizer will prevent the use of many shaders , as we will -have a limited amount of Pixels to perform lighting calculations on by the shader cores ..
3-About the Texture Mapping Units , I understand they are a different kind of hardware , completely different from Shader Cores , I also know that they are composed of texture filtering unit and a hardware for fetching addresses , I also understand that they do their filtering by means of interpolation , so the Component of TMUs is a hardware interpolator and a fetch address unit ?
Then what is the difference between them and the Special Function Units , they are able to interpolation too , why not share resources between the too ?
I am sorry if my questions are too long , I would appreciate getting the answers , as a general rule , I would really like the answer to start simple at first and then build up from that .
Thanks a ton !
I am an amateur to the computer and 3D world , I am interested in both , as such I have a few mysterious questions I would like to be answered , most of them are targeted at the very basics :
1-The Shading instruction , or any kind of instructions for that matter , are just Copy or Move or Go To instructions ? from what I know , computer instructions are no more than this , it is called instructions because it redirects memory information to specific locations to get them processed in a process , for example if the data is to be added the instruction is called 'Add' . Or to get them saved in another memory location (which would be called "Store Instruction" , am I right ?
2-In the Graphics Pipeline , I see a piece of Hardware called the Rasterizer ! from the every little that I know Vertex Setup happens first , where the GPU receives a good chunk of vertices , do matrix calculations on them by the shader cores , and then starts Interpolating colors in the process known as Rasterization , which -I assume- is handled by that Rasterizer , the thing here is that this bugger is only capable of Rasterizing one triangle per clock cycle , which is very low !
My Question here :
-Does Rasterizing occurs after Vertex Setup or before it ?
-Rasterizing a triangle means interpolating colors between it's vertices to generate pixels .. right ?
-If so , then the very low output of the Rasterizer will prevent the use of many shaders , as we will -have a limited amount of Pixels to perform lighting calculations on by the shader cores ..
3-About the Texture Mapping Units , I understand they are a different kind of hardware , completely different from Shader Cores , I also know that they are composed of texture filtering unit and a hardware for fetching addresses , I also understand that they do their filtering by means of interpolation , so the Component of TMUs is a hardware interpolator and a fetch address unit ?
Then what is the difference between them and the Special Function Units , they are able to interpolation too , why not share resources between the too ?
I am sorry if my questions are too long , I would appreciate getting the answers , as a general rule , I would really like the answer to start simple at first and then build up from that .
Thanks a ton !