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>build them on multiple threads

That was the point of the blog post. Maybe described wrong, but that seems to be the point. The possibility of uploading stuff to the GPU on multiple threads on both CPU side, and the ability of the GPU to store those uploads in parallel. Maybe even render shadow-maps in parallel?

I wonder is there already the OpenGL equivalent of this? One of the main hurdles of OGL was issuing all the calls from the main thread, if that is gone now, that would be awesome.



Uploads are already done asynchronously, that's driver optimization 101 level stuff. It's also one of the very few operations that has an independent core to handle it (the copy engine)

Rendering shadow-maps in parallel would be pointless. If you render 2 at the same time, then each map gets half the GPU so an individual render takes twice as long, resulting in the same total time as if you gave each render 100% of the GPU and rendered in sequence.

> I wonder is there already the OpenGL equivalent of this? One of the main hurdles of OGL was issuing all the calls from the main thread, if that is gone now, that would be awesome.

Yes, NV_command_list extension:

http://www.slideshare.net/tlorach/opengl-nvidia-commandlista...


It isn't possible to render shadow maps in parallel in dx12 I believe.




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