pocak
Joined 8 years ago
Joined 8 years ago
In OpenGL, the driver would have to scan the following commands to see if it can discard the depth data. If it doesn't see the depth buffer get cleared, it has to be conservative and save the data. I assume mobile GPU drivers in general do make the effort to do this optimization, as the bandwidth savings are significant.
In Vulkan, the application explicitly specifies which attachment (i.e. stencil, depth, color buffer) must be persisted at the end of a render pass, and which need not. So that maps nicely to the "final render flush program".
The quote is about Metal, though, which I'm not familiar with, but a sibling comment points out it's similar to Vulkan in this aspect.
So that leaves me wondering: did Rosenzweig happen to only try Metal apps that always use MTLStoreAction.store in passes that overflow the TVB, or is the Metal driver skipping a useful optimization, or neither? E.g. because the hardware has another control for this?
That makes me wonder whether the other GPUs with position-only shading - Intel and Adreno - do the same.
As for PowerVR, I've never seen them described as position-only shaders - I think they've always done full vertex processing upfront.
edit: slides are at https://old.hotchips.org/wp-content/uploads/hc_archives/hc28...
With fewer rows to update, each row gets a push more often, flipping the grains faster.
Linux already tracks how long ago a task used AVX-512. I assume the same mechanism could be used to track AVX as well.
https://git.kernel.org/pub/scm/linux/kernel/git/tip/tip.git/...
Perhaps you just need to increase the smoothing parameter. I found the default of 10 way too low, and needed around 50-100 for my very shaky 50 fps home videos.
I thought steppings were for fixing errata, and once a new revision is qualified, the old one is no longer manufactured.
Shame on them for not making all articles reachable from the text home page, and for not redirecting to the article from the choice page.
> [...] first generation, based on the Xe HPG microarchitecture, codenamed Alchemist (formerly known as DG2). Intel also revealed the code names of future generations under the Arc brand: Battlemage, Celestial and Druid.
https://www.intel.com/content/www/us/en/newsroom/news/introd...