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最近被朋友提到了一个问题,关于Early-Z的。下面这个是Paper的地址,http://people.csail.mit.edu/ericchan/papers/smapSV/ 文章的Performance Issues这一段中有这么一段话。如下:
We mention in the paper that our algorithm requires the hardware to preserve early culling behavior when using a pixel shader to set depth values. Of the various NVIDIA hardware, only the GeForce 6 (NV40) architecture supports this feature. Previous NVIDIA architectures, such as the GeForce 3/4 (NV2x) and GeForce FX (NV3x) do not. On those earlier architectures, if you use a pixel shader to discard fragments (fragment kill) or modify depth values, early culling becomes disabled. Consequently, our hybrid algorithm is not efficient on those architectures because shadow volumes will be completely rasterized instead of being limited to the shadow silhouettes.
We have also discussed this issue with ATI, and they informed us that using a pixel shader to set depth values will preserve culling behavior for subsequent render passes on the Radeon 9700 (R300) or newer architectures. (Note that early culling will not apply to the current pass.) While this arrangement is suitable for our hybrid algorithm, unfortunately ATI hardware does not support the EXT_depth_bounds_test extension. Therefore, currently we cannot simulate a computation mask efficiently on ATI hardware.
水平有限,非常费解,上面写如果PS Modified Depth Value那么NV40以后的GPU是可以支持其情景下的Early Reject的。我没有NV40的文档,我见过的设计文档里,还没有这么NB的设计,不知道是我才疏学浅。 |
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