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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Got it, yeah not part of the rasterizer but I get what you mean. There are really two big optimizations around blending that HW will try to do - perform the blending in on chip memory and allowing concurrent execution of overlapping fragments up to the blending stage.
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Rendering will very likely opt you into some form of lossless framebuffer compression too. As far as why your computer blending is slower, it’s hard to tell without knowing how you implemented it. Are you blending into textures directly or into threadgroup memory?
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