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	<title>Comments on: Reading DX10 docs&#8230;</title>
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	<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/</link>
	<description>Random thoughts of a triangle pusher</description>
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		<title>By: Lost in the Triangles &#187; Blog Archive &#187; Speculation: pipelining geometry shaders</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-184</link>
		<dc:creator>Lost in the Triangles &#187; Blog Archive &#187; Speculation: pipelining geometry shaders</dc:creator>
		<pubDate>Sun, 25 Mar 2007 23:22:40 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-184</guid>
		<description>[...]       &#171; Reading DX10 docs&#8230; 64k coding continued [...]</description>
		<content:encoded><![CDATA[<p>[...]       &laquo; Reading DX10 docs&#8230; 64k coding continued [...]</p>
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		<title>By: kris</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-105</link>
		<dc:creator>kris</dc:creator>
		<pubDate>Wed, 21 Dec 2005 11:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-105</guid>
		<description>ReJ: I&#039;d rather wait for a first dx10 card. Besides, now I have one game project at work, one at home and university :).</description>
		<content:encoded><![CDATA[<p>ReJ: I&#8217;d rather wait for a first dx10 card. Besides, now I have one game project at work, one at home and university :).</p>
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		<title>By: ReJ</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-106</link>
		<dc:creator>ReJ</dc:creator>
		<pubDate>Wed, 21 Dec 2005 09:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-106</guid>
		<description>NeAraz: why separate VS/GS, let&#039;s do some wild guessing here:&lt;BR/&gt;a) easier to program I suppose, backward compatible in some sense (easier to reuse legacy vshaders)&lt;BR/&gt;b) maybe easier for compiler to schedule&lt;BR/&gt;c) more options for underlying hardware - could be one block, or could be separate blocks, but with &#039;multithreading&#039; to hide stalls&lt;BR/&gt;d) ... something really important</description>
		<content:encoded><![CDATA[<p>NeAraz: why separate VS/GS, let&#8217;s do some wild guessing here:<br />a) easier to program I suppose, backward compatible in some sense (easier to reuse legacy vshaders)<br />b) maybe easier for compiler to schedule<br />c) more options for underlying hardware &#8211; could be one block, or could be separate blocks, but with &#8216;multithreading&#8217; to hide stalls<br />d) &#8230; something really important</p>
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		<title>By: NeARAZ</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-107</link>
		<dc:creator>NeARAZ</dc:creator>
		<pubDate>Tue, 20 Dec 2005 19:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-107</guid>
		<description>ReJ: if VS+GS would end up as a single piece of hardware, then why would it be exposed as two separate stages?&lt;BR/&gt;&lt;BR/&gt;Analogy with PS2 makes sense though :)</description>
		<content:encoded><![CDATA[<p>ReJ: if VS+GS would end up as a single piece of hardware, then why would it be exposed as two separate stages?</p>
<p>Analogy with PS2 makes sense though :)</p>
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		<title>By: ReJ</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-108</link>
		<dc:creator>ReJ</dc:creator>
		<pubDate>Tue, 20 Dec 2005 18:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-108</guid>
		<description>Well that works pretty well for PS2 :) (&#039;well&#039; is a relative term of course)&lt;BR/&gt;&lt;BR/&gt;I suppose gpu already has very deep pipelines, plus you will specify your maximum amount of vertices statically - so gpu can schedule its work ahead pretty well.&lt;BR/&gt;&lt;BR/&gt;And probably :) it&#039;s not impossible for gpu to have more than one independent vertex pipe running at the same time.&lt;BR/&gt;&lt;BR/&gt;Or VS/GS could be linked into the one uber-shader underneath (much like PS2 vu1 code) and executed in the same block - could be no worries about the VS stalls then.&lt;BR/&gt;&lt;BR/&gt;Kris: no need to wait - go write vu code :)</description>
		<content:encoded><![CDATA[<p>Well that works pretty well for PS2 :) (&#8216;well&#8217; is a relative term of course)</p>
<p>I suppose gpu already has very deep pipelines, plus you will specify your maximum amount of vertices statically &#8211; so gpu can schedule its work ahead pretty well.</p>
<p>And probably :) it&#8217;s not impossible for gpu to have more than one independent vertex pipe running at the same time.</p>
<p>Or VS/GS could be linked into the one uber-shader underneath (much like PS2 vu1 code) and executed in the same block &#8211; could be no worries about the VS stalls then.</p>
<p>Kris: no need to wait &#8211; go write vu code :)</p>
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		<title>By: NeARAZ</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-109</link>
		<dc:creator>NeARAZ</dc:creator>
		<pubDate>Sun, 18 Dec 2005 08:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-109</guid>
		<description>Yeah, GS is a very interesting piece...&lt;BR/&gt;&lt;BR/&gt;Though I can&#039;t really imagine how the hardware will be able to pipeline everything efficiently (when each input primitive can end up with variable number of primitives).&lt;BR/&gt;&lt;BR/&gt;The possibility to do this is great, but I think most of the interesting scenarios will be pretty slow as well. Of course, &quot;slow&quot; is a relative term (i.e. it&#039;ll probably be faster than the alternative methods of doing the same thing)</description>
		<content:encoded><![CDATA[<p>Yeah, GS is a very interesting piece&#8230;</p>
<p>Though I can&#8217;t really imagine how the hardware will be able to pipeline everything efficiently (when each input primitive can end up with variable number of primitives).</p>
<p>The possibility to do this is great, but I think most of the interesting scenarios will be pretty slow as well. Of course, &#8220;slow&#8221; is a relative term (i.e. it&#8217;ll probably be faster than the alternative methods of doing the same thing)</p>
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		<title>By: KriS</title>
		<link>http://aras-p.info/blog/2005/12/16/reading-dx10-docs/#comment-110</link>
		<dc:creator>KriS</dc:creator>
		<pubDate>Sun, 18 Dec 2005 00:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://aras-p.info/blog/?p=81#comment-110</guid>
		<description>I just can&#039;t wait to write geometry shaders :).</description>
		<content:encoded><![CDATA[<p>I just can&#8217;t wait to write geometry shaders :).</p>
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