By using this site, you agree to our Privacy Policy and our Terms of Use. Close
MikeB said:
@ 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

We've discussed that article before, and I know about data streaming (how do you think I coded a matrix multiply?).  My point was that you keep trying to have it both ways on every issue, or jump from topic to topic to topic.  This thread, like the others, has grown tiresome.

My position on deferred rendering is that I wish developers would find something more creative to do with the SPEs.  The GPU is better at filling pixels -- use the SPEs to do something new.