Rasterisation patterns of the Haswell GPU
g-truc.net
g-truc.net
It reads like they use a special pixel shader to color each pixel of a texture in a more of less unique color based on when the pixel (or maybe block) was scheduled to be shaded (I'm guessing here based on the atomic counter bit). This yields a texture that shows the order in which pixel shaders are run on a texture. This seems to be different for different GPUs and architectures (unsurprisingly) and also seems to give insights into how certain things are implemented.
But that's all just a bit of guessing. Someone else might be able to give an actual explanation.
Please excuse my ignorance as I haven’t looked at OpenGL since 3.0 was released in 2006. Now SteamOS has piqued my interest in OGL again.
Edit: grammar. Thanks jonah! After some googling, it looks like atomic counters are not the same as the promised atomic objects, but seems OGL 4.0+ has nearly closed the feature gap with DX11.
http://www.thefreedictionary.com/pique
(Nothing against you in particular, just a very common misuse.)
2. To provoke; arouse: The portrait piqued her curiosity.
So, are we not to help people (in general) come across better by using the proper words?
Given that HN does not show any historical revisions, it can be hard to tell the order (or even existence) of edits. FWIW, if you had quoted the line you were commenting on it would have been unambiguously clear to me that the OP had taken your advice and corrected whatever he original wrote.
(It's hard to humbly offer suggestions online...)
> FWIW, if you had quoted the line you were commenting on it would have been unambiguously clear to me that the OP had taken your advice and corrected whatever he original wrote.
Good point. I usually do this, but will try to always do so as it helps with the clarity.
(There are Kepler and Southern Islands patterns on the same page for comparison)
I am trying to internalise this for CUDA and OpenCL kind of mechanical sympathy optimisation.