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b3d上的demirug是什么人啊……
关键段子
At first you need a rasterisation that is able to output enougt quads per clock to fill the pixelprocessors. On they other side of they pixelprocessor you need enough ports to transfer the information to the ROPs. And for sure you need enough ROPs for the finish.
Lets look at the NV30. The pixelprocessor is able to output 4 Pixel with color and Z Information or 8 Pixel with only Z-Information. I am not sure if there are two Z-calculation units in the pixelprocessor or if nVidia use some parts of the normal color calculation for the 4 additional Z values. After the pixelprocessor they need some addition ROPs. But this ROPs dont need alphatest or alphableding. Only Z and Stencilops are needed.
A more complete "multipixel per pipe" solution is the NV31. In this case we have two pipes with two tmus but 4 ROPs after they pixelprocessor. If they pipeline is used in they doppel pumped modus they rasterisation unit combines two pixel in one. They texturcoordinate from the first pixel is the first coordinate. They second pixel use the second coordinate. The tmus work as normal but at the end of the pixelprocessor pipe both texturvalues are transferd to different ROPs. nVidia use something like this bevor in the NV10. |
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