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Software | MS Windows 10 Pro 64-bit |
Interesting article that explains Maxwell's gain in efficiency over Kepler on the same 28 nm production node. Pascal continues to use tile based rasterization.
Conclusion is that nvidia renders using 2 levels of hierarchy of tiles, first has variable tile size and second level has fixed tile size but uses some kind of coverage pattern. They do it to keep all data per 1st level tile in on die gpu cache.
http://www.realworldtech.com/tile-based-rasterization-nvidia-gpus/
Test shader is simple. Draw multiple differently colored triangles over one another and discard any pixel after pixel count threshold percentage that you can control. Watch video to see the effects.
Code is at https://github.com/nlguillemot/trianglebinbut I didn't build an executable (don't have Win10 + Win10 SDK which is required) and the build is here (win10 only) https://github.com/nlguillemot/trianglebin/releases
Conclusion is that nvidia renders using 2 levels of hierarchy of tiles, first has variable tile size and second level has fixed tile size but uses some kind of coverage pattern. They do it to keep all data per 1st level tile in on die gpu cache.
http://www.realworldtech.com/tile-based-rasterization-nvidia-gpus/
Test shader is simple. Draw multiple differently colored triangles over one another and discard any pixel after pixel count threshold percentage that you can control. Watch video to see the effects.
Code is at https://github.com/nlguillemot/trianglebin
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