nAo said:If hw would work as Jawed described this case will be quite common, not rare!
No one is saying the hw has to transform ALL the vertices before start to work in pixels, what I say is in order to avoid pipeline bubbles you'd want to allocate some ALUs slots to vertices way before all the previous fragments batch is completely shaded.
Once vertices are transformed new primitives are assembled.
Rasterizer takes new primitives and extract (walk..) fragments to shade.
Lay off the drugs, Please.Jawed said:Clearly a great example of vertex fetch limited rendering is a stencil shadow rendering pass
nAo said:No one is saying the hw has to transform ALL the vertices before start to work in pixels, what I say is in order to avoid pipeline bubbles you'd want to allocate some ALUs slots to vertices way before all the previous fragments batch is completely shaded.
fek said:Which substantially different from your previous claims (vertices always take priority over pixels).
yesfek said:
I never claimed that, try to read this:Which substantially different from your previous claims (vertices always take priority over pixels).
If vertices always take over pixel there's no autobalancing at all.A stupid arbiter would just transform vertices until a internal buffer that stores transformed vertices is full, then arbiter switches ALUs to process pixels and so on, autobalancing pixels and vertexs troughput.
I know, you asked me to explain the obvious to youThis is stating the obvious.
Fafalada said:Lay off the drugs, Please.Jawed said:Clearly a great example of vertex fetch limited rendering is a stencil shadow rendering pass
Stencil shadows rendering is vertex fetch limited? are you serious!? You must be kidding..Jawed said:Clearly a great example of vertex fetch limited rendering is a stencil shadow rendering pass. Xenos should be very good at those...
Joe DeFuria said:I'm trying to digest al this info...can someone verify for me if I've got the basics right here?
nAo said:I never claimed that, try to read this:
nAo said:Pixels have priority over vertices only when there's no more space for incoming vertices. You're very good at twisting arguments, nice
I know, you asked me to explain the obvious to you
RoOoBo said:That's too specific for me ... may be if you removed the details ...
Joe DeFuria said:I'm trying to digest al this info...can someone verify for me if I've got the basics right here?
RoOoBo said:You must me joking. No one has said that ALL the vertices had to be shaded before all the fragments.
nAo said:Stencil shadows rendering is vertex fetch limited? are you serious!? You must be kidding..Jawed said:Clearly a great example of vertex fetch limited rendering is a stencil shadow rendering pass. Xenos should be very good at those...
DemoCoder said:The R500 should be a monster at this. 64Z per clock and all 48 ALUs allocated to vertices. (is it possible?)
If no shader program is assigned, and color writes are disabled, will the arbiter never try to assign ALUs to pixels, or are they still neccessary for Z/Stencil data to flow to the eDRAM/ROP chip?
He said "vertex fetch limited rendering" which is nonsense as you pointed out already. Even more so if you start doing soft stencil shadows.RoOoBo said:In fact the shader unit is vertex limited as there shouldn't be anything to be done for fragment shading.
I was referring to when the hw switch to work from vertices to pixels, since the patent is saying exactly the same thing you're also saying the patent itself it's not correct.fek said:nAo said:Pixels have priority over vertices only when there's no more space for incoming vertices. You're very good at twisting arguments, nice
Our discussion shows this claim wasnt correct.
You asked me to explain in other words what I previously wrote, since you couldn't understand it and suddenly you tell us it's so obvious. Well, you asked me to explain it to youAre you insulting me? Hope not.
nAo said:You asked me to explain in other words what I previously wrote, since you couldn't understand it and suddenly you tell us it's so obvious. Well, you asked me to explain it to you
Maybe you haven't heard the term 'pixels walking' before today, it's a pretty common term in literature.
new pixels to shade that the rasterizer have still to walk upon (tranform vertice and assemble primitives in advance!)