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AndrewLauritzen

  1. @ID_AA_Carmack @_Humus_ HSW transactional memory might help. I believe a context switch is pretty much guaranteed to abort a transaction.
  2. @tom_forsyth If stuff is before 5am I stay up ;)
  3. @palgorithm A little off-topic, but I believe D supports inline assembly (and cross-platform at that) in x64 code as well.
  4. @gjaegy @_Humus_ It varies a lot from one GPU/driver to the next unfortunately, but shaders are costly everywhere.
  5. @rygorous @nothings @_Humus_ So in DX11 could you dump all the constants into a buffer and the textures into an array (for UI that is)?
  6. @ZigguratVertigo Looks like pretty standard forward rendering to me from the trace. Shaders get "numLights" and light data structs.
  7. @ZigguratVertigo I'll go check, but I wouldn't take SC2 as an indication - Blizzard operates almost as separate studios.
  8. @_Humus_ Interesting indeed. Makes you wonder whether a lot of the noise is just outdated information.
  9. @ZigguratVertigo I think it's forward - it's DX9 and supports MSAA. Could be wrong though... time to bust out GPA :)
  10. @nothings @rygorous That's good at least :). As I asked @_Humus_, out of curiosity what state are you changing mostly between draws?
  11. @rygorous @TobiasBerghoff @_Humus_ Can't the vast majority of a UI be renderered in a single batch in DX11 for instance?
  12. @rygorous @_Humus_ 1800 batches for UI? :O
  13. @_Humus_ Indeed :) As I'm sure you know well, total # draw calls is less important than state changes, and which ones.
  14. @_Humus_ Curiously for those 10k draws, what state do you change between them mostly? Textures? Constants (dynamic updates or static)?
  15. @_Humus_ Interesting. Makes you wonder where all the noise about 20k draw calls on consoles is coming from.
  16. @_Humus_ Curiously is this comparing the APIs directly or including the "speed of light" you can do with libgcm or similar?