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Rob "The Wise Philosopher" Jones 10 Aug 17
Any idea when Vega's primitive shaders are likely to be exposed via a Vulkan extension? A ball park estimate would be good to have :)
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Rys Sommefeldt 10 Aug 17
Replying to @bobvodka
No plans to expose them programatically today, but we do review the state of play periodically so that might change. No plans rn though
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Cheshire Merc Cat 12 Aug 17
Replying to @ryszu @bobvodka
So there's no way for a game developer to use them right now? Or am I mistaken?
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Rys Sommefeldt
The driver takes care of it for you. Just render as normal.
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Szymon Wenerski 12 Aug 17
Is it still culling primitives this way, or you have to redesign the pipeline to fully utilize this feature?
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Rys Sommefeldt 12 Aug 17
You don't have to redesign anything. The idea is that you just draw as normal
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Szymon Wenerski 12 Aug 17
Interesting. What allows then for two times higher Geometry Throughput, according to Vega slides?
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Cheshire Merc Cat 12 Aug 17
Wait so primitive shaders just work automatically from a developer's point of view? It's done in driver?
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Rys Sommefeldt 12 Aug 17
Yup!
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Cheshire Merc Cat 12 Aug 17
Out of curiosity, was it active in Vega FE's drivers?
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Szymon Wenerski 12 Aug 17
This is very interesting question.
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Petrus Laine 12 Aug 17
What about the NGG Fast Path culling? To my understanding it needs primitive shaders, do the devs have control to use it instead of native?
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Rys Sommefeldt 12 Aug 17
No control, it's all transparent
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Rob "The Wise Philosopher" Jones 12 Aug 17
So, basically, devs can think of it as 'vertex shaders + rasterization is faster' and get on with their lives, at least right now, yeah? :D
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Rys Sommefeldt 12 Aug 17
Yep. From your perspective we made a more efficient GPU and you don't do anything different. Might change later but no promises.
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Rob "The Wise Philosopher" Jones 12 Aug 17
Cool 👍
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PC Gamer Tech 12 Aug 17
Replying to @ryszu @bobvodka and 2 others
This is confusing, as all info given so far was that primitive shaders were programmable. Are we talking DSBR or primitive shaders?
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Tatakai 16 Aug 17
that will probably never get answered because AMD doesn't answer important questions.
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Muhammed.abdelhameed 5 Sep 17
Replying to @ryszu @bobvodka and 2 others
Why the automatic primitive shader path is currently disabled in the driver? When are you planning to expose it?
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Mack Downer 26 Jan 18
Can we have an update on this one? There are articles cropping up saying this is not true anymore.
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