By: David Kanter (dkanter.delete@this.realworldtech.com), August 4, 2016 8:03 am
Room: Moderated Discussions
dglow (nobody.delete@this.nowhere.none) on August 2, 2016 5:08 pm wrote:
> Montaray Jack (none.delete@this.none.org) on August 2, 2016 10:35 am wrote:
> > I think this DirectX implementation of this program is flawed, Christoph Riccio's
> > earlier OpenGL versions definitely showed different patterns. Admittedly, I didn't
> > look at the program, but it might be doing something wrong with atomic counters.
> >
> > http://www.g-truc.net/post-0597.html
> >
> > Haswell, Kepler and Southern Islands are covered in this post.
>
>
> Thank you for this link.
>
> Christoph Riccio writes that "Kepler works using 4 by 8 pixel vertical blocks." If these
> blocks are the same 'rasterization tiles' Mr. Kanter points to in his video, then the thesis
> of Nvidia introducing tile-based rasterizers "starting with Maxwell" is false.
> Mr. Kanter, how do you respond? Your news was picked up by Ars Technica and widely disseminated.
>
> Is this a tempest in a teapot?
4x8 = 1 warp = scheduling unit of a core, and he is talking about pixel shading. The tiles I am talking about are for rasterization and larger (e.g., 512x512).
David
> Montaray Jack (none.delete@this.none.org) on August 2, 2016 10:35 am wrote:
> > I think this DirectX implementation of this program is flawed, Christoph Riccio's
> > earlier OpenGL versions definitely showed different patterns. Admittedly, I didn't
> > look at the program, but it might be doing something wrong with atomic counters.
> >
> > http://www.g-truc.net/post-0597.html
> >
> > Haswell, Kepler and Southern Islands are covered in this post.
>
>
> Thank you for this link.
>
> Christoph Riccio writes that "Kepler works using 4 by 8 pixel vertical blocks." If these
> blocks are the same 'rasterization tiles' Mr. Kanter points to in his video, then the thesis
> of Nvidia introducing tile-based rasterizers "starting with Maxwell" is false.
> Mr. Kanter, how do you respond? Your news was picked up by Ars Technica and widely disseminated.
>
> Is this a tempest in a teapot?
4x8 = 1 warp = scheduling unit of a core, and he is talking about pixel shading. The tiles I am talking about are for rasterization and larger (e.g., 512x512).
David