Re: [Algorithms] Fast renderstate sorting
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From: Tom F. <tom...@ee...> - 2008-01-28 23:45:31
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Yes, there's a big distinction between the DX9 pixel/vertex shader constants and the DX10 constant buffers, even though we tend to use them for very similar data. Ask any Xbox1 programmer and they'll tell you of the joys of trying to update vertex constants quickly. Vertex shader constants should now be fast on everything, but as Marco says there's still plenty of hardware that has problems with pixel shader constants. My hope is that all DX10-capable hardware does constant buffer changes fast, but do be aware that there's limits on the number of different contexts in flight, so too many changes in small batches can get suddenly expensive as you exceed that limit (360 and PS3 coders have experience with this problem). TomF. > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...] On Behalf Of > Jon Watte > Sent: Monday, January 28, 2008 2:23 PM > To: Game Development Algorithms > Subject: Re: [Algorithms] Fast renderstate sorting > > > > Marco Salvi wrote: > > > > On some (widely spread) GPU families changing a pixel shader constant > > forces > > a switch to a new pixel shader, I'd put pixel shader constants in > your > > Big Three/Four list :) > > True. In my particular case, I use shared parameters for almost > everything except per-object transform, so the theory is it all gets > updated only once per scene. > > Cheers, > > / h+ > > -- > -- Go is to Western chess what philosophy is to double entry > accounting. > > ----------------------------------------------------------------------- > -- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms- > list |