7 ms·
I don't understand why the programs are the same. The partial render store program has to write out both the color and the depth buffer, while the final render
by pocak 4y ago
I don't understand why the programs are the same. The partial render store program has to write out both the color and the depth buffer, while the final render store should only write out color and throw away depth.
- hansihe 4y agoNot necessarily, other render passes could need the depth data later.
- Someone 4y agoSo it seems it allows for optimization. If you know you don’t need everything, one of the steps can do less than the other.
- johntb86 4y agoMost likely that would depend on what storeAction is set to: https://developer.apple.com/documentation/metal/mtlrenderpassattachmentdescriptor/1437956-storeaction https://developer.apple.com/documentation/metal/mtlrenderpas...
- pocak 4y agoRight, I had the article's bunny test program on my mind, which looks like it has only one pass. In OpenGL, the driver would have to scan the following commands to see if it can discard the depth data. If it doesn't see the depth buffer get cleared, it has to be conservative and save the data. I assume mobile GPU drivers in general do make the effort to do this optimization, as the bandwidth savings are significant. In Vulkan, the application explicitly specifies which attachment (i.e. stencil, depth, color buffer) must be persisted at the end of a render pass, and which need not. So that maps nicely to the "final render flush program". The quote is about Metal, though, which I'm not familiar with, but a sibling comment points out it's similar to Vulkan in this aspect. So that leaves me wondering: did Rosenzweig happen to only try Metal apps that always use MTLStoreAction.store in passes that overflow the TVB, or is the Metal driver skipping a useful optimization, or neither? E.g. because the hardware has another control for this?
- plekter 4y agoI think multisampling may be the answer. For partial rendering all samples must be written out, but for the final one you can resolve(average) them before writeout.
- kimixa 4y agoPossibly pixel local storage - I think this can be accessed with extended raster order groups and image blocks in metal. https://developer.apple.com/documentation/metal/resource_fundamentals/understanding_gpu_family_4/about_raster_order_groups https://developer.apple.com/documentation/metal/resource_fun... E.g in their example in the link above for deferred rendering (figure 4) the multiple G buffers won't actually need to leave the on-chip tile buffer - unless there's a partial render before the final shading shader is run.