Panajev2001a said:Fafalada said:Pana, clipping doesn't require having vertex shaders on the chip. Although you never know, Sony might insist to remove it just to uphold the tradtiion :?
Well, I know it oes not require, but it would be simplier for nVIDIA to keep the Vertex Pipeline and the CLipping and Culling stages intact as well as the interface these blocks have with the Triangle Set-up and the rest of the GPU.
Engineering wise it seems simplier, , to have only Triangle Set-up on the GPU and have the developer take care of clipping in software on the SPUs/APUs, but that would be sad and quite annoying IMHO.
Still, the nVIDIA blocks doing culling and clipping have already been designed and I am sure they can handle very high vertex-rates: it is not like Sony/SCE would have to come-up with those pieces (seeing how they dealt it with the PSP... "only front-plane is necessary, let them handle the rest"... what is this ? They add only 1 clipping plane per GPU generation ?!?).
FWIW as far as I know NVidia is the only IHV to clip entirely post transform (post divide by W). This includes the near plane clip, I don't know how they do this mathematically without backing out the divide (even then how they deal with the near plane degeneracy), but that's what they do and it obviously works.
On NV2A the only thing you pass out of the vertex shader is a screen space position.
So clearly on a PS3 type architecture you could have the CPU "vertex shade" and the GPU could still deal with the rest.
The GPU could also just take homogenous coordinates and clip those for what it matters.