On Fri, Nov 29, 2002 at 11:15:19AM +0000, José Fonseca wrote:

 > The later is the approach taken e.g., in chromium
 > http://chromium.sourceforge.net , but actually I don't know if for
 > any application besides scientific visualization a pipeline handles
 > so many primitives at a time. For applications such as games, state
 > changes (like texture changes) seem to happen too often for that.

 The problem with that approach is that you have to do one of a) sort
 primitives in screen space and assign non-overlapping primitives to
 the different pipelines; b) keep multiple buffers and blend them
 together at some point.  If you do a), you can have parallelism after
 the transformation stage or have a synchronization point in the middle
 of the pipelines.  b) is horribly slow for a pipeline running completly
 in software.

 Stage parallelization is in this case a much better approach.  Problem
 is the final stages of the pipeline are much more CPU intensive than
 the initial stages (think vertex processing vs. fragment processing),
 so you can't split pipeline stages equally across threads.

-- 
Marcelo


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