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software based rendering doesn't use the fixed function hardware stages of the GPU. So it won't use the ROPs or other fixed function rasterisation hardware in t
by _kbh_ 5y ago
software based rendering doesn't use the fixed function hardware stages of the GPU. So it won't use the ROPs or other fixed function rasterisation hardware in the GPU, it instead does everything in software using GPGPU techniques.
- jmiskovic 5y agoI watched the talk you linked to, but I couldn't understand most of it. Currently reading through Real-time Rendering book to make sense of it. I thought once they create splats as quads, the rest of pipeline is standard? Each quad should be 2 triangles that get clip view coordinates, then pixel shader paints the brush texture, and then ROP assembles them on screen. Could you point out where I'm wrong? And in what way can a pixel end up on the screen without going through ROPs?
- _kbh_ 5y agoI'm not actually sure anymore after looking at more content. Based on the video here https://www.youtube.com/watch?v=1Gce4l5orts&t=1225s https://www.youtube.com/watch?v=1Gce4l5orts&t=1225s . It appears that they are even using the splat engine anymore (which I thought they where), and are using the older 'brick' based engine.