Questions tagged [gpu]
Questions related to the massively parallel computing units targeting effective computer graphics in modern machines.
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Single vs Multiple Command Buffers for Render to Texture in Metal: Which is Better?
When should you use single command buffer vs multiple command buffers for Render to Texture (RTT) in Metal?
I am implementing a Render to Texture (RTT) technique in Metal, and I’ve come across two ...
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what technicalities involved in screenshot process? what is the dependency of screen properties in the screenshot of an image?
If we take screenshot of image displayed on a monitor screen, then does it take only framebuffer data? Does the framebuffer data is independent of display screen properties like contrast, brightness? ...
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What are some ways of modelling data for GPU side where e.g. OOP is not available?
I'm currently on a journey of writing a basic path-tracer. My current implementation uses fragment shaders to run the path tracing algorithm per pixel. I am at the point where I need to start ...
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Who does the actual drawing when I call openGL draw API?
I am sorry if the question is too basic but I am just starting with the graphics library. My question is when I invoke draw API in openGL who does the actual job of drawing/coloring of the actual ...
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Wouldn't it be better if the vertex shaders and Z-Buffer were on the CPU instead of the GPU?
Wouldn't it be better if instead of unified shaders on the GPU you had separate pixels and vertex shaders again and the vertex shaders together with the Z-buffer were on the CPU die instead of on the ...
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What were the benefits of quads used by Nvidia's NV1 over tri based rendering?
What were the benefits of primitive quadrilateral rendering used by Nvidia's NV1 graphic chip over triangle based rendering? And what was the reason why Nvidia followed this approach?
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What are all of the registers inside the GPU called?
I have a GeForce GTX 980 GPU and wanted to know their register names and what they do so I can code my game in NASM for the physics, logic and communicating with the GPU Assembler. However, I haven't ...
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AMD GPU specific triangles disappearing by subsequent draw calls in same frame
we have a Windows/DirectX11 2D Renderer that paints textured triangles to the screen from back to front. There is no face-culling or depth test activated.
Now on AMD GPUs it happens randomly that an ...
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What is the theory behind a CPU being able to do everything a GPU can? Can I have something GPU based that can not run on a CPU?
GPUs have a smaller instruction set than a CPU does, but that means that from an architecture POV all the instructions in a GPU have a combination of slower CPU equivalent instructions?
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What is the difference between a "meshlet" and just a small mesh?
Obviously, conceptually, a meshlet is just a small mesh. But what is the reason for making the distinction then? I'm assuming it has to do with how they are implemented.
In a meshlet architecture, ...
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What motherboard spec should i look for using 4 displays
I am not sure if i am on the right forum. Let me know where to go if i'm wrong.
I have an ASUS mATX motherboard H110M2 and PNY Quardro P620. Initially I put it into a mini tower which only had a 450W ...
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Am I risking damaging my GPU?
I have written a relatively simple interactive C program using OpenGL 4.4 with a vertex shader and a fragment shader, running in the CodeBlocks IDE on Windows. I included an FPS counter basically as ...
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Why can't we have hardware-specific graphics APIs?
Right now, if you want to use a GPU, you have to do it through graphics APIs like DirectX or Vulkan. These APIs are meant to be hardware-independent, but more often than not, they are tied to a ...
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Why use buffer streaming instead of collecting data on CPU and uploading to GPU all at once
Say I have a couple of meshes that I want to reupload to GPU for each frame. I can do this by generating a single array from all the meshes on CPU and then uploading to GPU (ex with ...
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Dynamic array approach for GPU buffers
On CPU dynamic arrays are often used to store data of dynamic size, and often implemented by doubling the size when the array is full and copying the data over. The data structure has amortized O(1) ...