I’ve now implemented an all-GPU-compute pipeline in a Pathfinder branch, avoiding the rasterizer entirely (CPU still used for tiling). However, so far it seems that using compute shader to create vector tiles and the standard GPU rasterizer to composite them is fastest…
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This makes sense to me: hard to beat the HW rasterizer for blending. But what’s strange is that I’ve seen numbers that show compute being 40x faster than what I’m seeing on comparable hardware, and I can’t reproduce them…
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Replying to @pcwalton
Something to do with caches perhaps? Or just memory latency dominating since blending is mostly memory bound and not doing much actual computing.
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Replying to @crzwdjk
But if that were the case then I would be seeing similar improvements, since I implemented a rasterization-free pipeline.
11:00 PM - 6 May 2020
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