RE: [Algorithms] lights/shadows rendering architecture
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From: Tom F. <tom...@ee...> - 2005-09-22 03:41:33
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There is only 1 GPU, but they have very long pipelines, and they also do = a lot of things in parallel. So the front of the pipeline can be trying to = use the texture before the end of it has finished, which it can't do, so it = has to stall. TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Joris Mans > Sent: 21 September 2005 16:21 > To: gda...@li... > Subject: RE: [Algorithms] lights/shadows rendering architecture >=20 >=20 > > That means you'll have a pipeline doing: > >=20 > > -Render shadowbuffer A > > *stall* > > -Use shadowbuffer A > > -Render shadowbuffer B > > *stall* > > -Use shadowbuffer B > > -Render shadowbuffer C > > *stall* > > -Use shadowbuffer C > > etc. > >=20 >=20 > Why would the system stall between rendering to shadowbuffer=20 > A and using > it? Its not like the GPU renders a shadowbuffer which the CPU=20 > has to use > afterwards. I presume it all gets batched up in the command=20 > queue of the > GPU, and since there is only 1 GPU the shadowbuffer will be rendered > before the commands using it will be issued, so no stall, right? >=20 >=20 > Joris |