MikeB on 03 December 2007
@ Entroper
And weren't you trying to convince me that it was a good idea to do pixel shading on the SPEs?
I think this may enlighten you:
"The key to running any algorithm on the SPEs is to develop
a streaming formulation in which data can be moved
through the processor in blocks. We move eye data in
scanline order and double buffer the scanline input. While
one scanline of pixels is being processed we prefetch the
next scanline. As each scanline is completed it is written to
the shadow texture. We have measured the DMA waiting
for the scanline data and it was negligible."
"Each SPE computes a set of scanlines for the shadow
texture. They deliver their result directly into GPU
memory in order to minimize the final render time."
http://research.scea.com/ps3_deferred_shading.pdf







