6 ms·
It appears to be a real term? https://docs.vulkan.org/tutorial/latest/Synchronization/Async_Compute_Overlap/04_bubble_problem.html https://docs.vulkan.org/tutor
by SCdF 3mo ago
It appears to be a real term? https://docs.vulkan.org/tutorial/latest/Synchronization/Async_Compute_Overlap/04_bubble_problem.html https://docs.vulkan.org/tutorial/latest/Synchronization/Asyn...
Very odd, but perhaps more familiar to graphics programmers? I will say I'd probably call it a stall, which is exactly what the Vulkan docs call it moments later, so :shrug:
- kibibu 3mo ago"bubble" used to be used a lot more when talking about very deep pipelines, eg Pentium 4 depth.
- tux3 3mo agoOr in the case of my poor Verilog, even very short pipelines :(
- alfiedotwtf 3mo agoAnd before that, graphics programmers called it vertical retrace :upsidedown:
- deleted 3mo ago[deleted]
- ralferoo 3mo agoI'm a rendering engineer and have used this term frequently. It's actually a very common technique in rendering to not always be able to easily fill in the gaps, that we frequently deliberately introduce an extra frame of latency, so that the GPU is rendering jobs for the latter half of rendering passes for frame N+1 and the early half of rendering passes of frame N+2 while frame N is visible. This still means that a frame takes the same total GPU time to render, but means that the gaps between jobs on a single frame can be usefully filled with something else from the other.