I want a GPU feature that lets me do multiple pixel shader passes with a single vertex shader. Each pass would get blended together. The goal being composable pixel shaders.
subpasses (to my knowledge) still run sets of vertex and fragment. I don't want {[v, f], [v, f], ...}. I want { [v, f0, f1, f2, ...], ...}. The key being that the fragment shaders would have blend operations on to determine their blending.
-
-
I don’t think so. Subpasses don’t re-run the vertex shader for each subpass. I think this because tiled GPUs rely on there being a single vertex pass to bin geometry into tiles, before then executing all subpasses on one tile before moving to the next. https://www.khronos.org/assets/uploads/developers/library/2017-gdc/GDC_Vulkan-on-Mobile_Vulkan-Multipass-ARM_Mar17.pdf …
-
Note also that subpasses are different from plain renderpasses, where vertex shaders execute one to one with fragment shaders. This sub renderpass behavior could also be implementation dependent, not sure if descrete graphics behave the same way as mobile.
- Näytä vastaukset
Uusi keskustelu -
Lataaminen näyttää kestävän hetken.
Twitter saattaa olla ruuhkautunut tai ongelma on muuten hetkellinen. Yritä uudelleen tai käy Twitterin tilasivulla saadaksesi lisätietoja.