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Raster order view and multiple render target layers

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2 comments, last by quyen 4 years, 4 months ago

From my understanding, raster order view guarantees the order of read & write to UAV in pixel shaders operating on the same pixel coordinates. GLSL has equivalent extension: https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_fragment_shader_interlock.txt

My question is if the programmer renders to 6 faces of cube map. He submit different triangles to different face. Does each face has independent raster order? For example pixels shader executing on face +x and another one executing on face -x. Both are shading same pixel location (i,j) but on different face. Will they be ordered due to having same pixel coordinations? Or each face is independent?

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The cubemap faces are independent, it wouldn't make sense.

Thanks, I got my answer. Actually there was a confusing on my part.

There is a use case of voxelization in gpu which makes use of raster order view mentioned in this Intel's article.

https://software.intel.com/en-us/gamedev/articles/rasterizer-order-views-101-a-primer

However, the article mentioned the scene has to be rasterized in 3 separate passes for the ordered writes using raster order view to work properly. I didn't understand why don't we just render once and use 3 faces of cubemap as render targets at first. Now I get why it is required, it is because the order constraints over multiple faces cannot be enforced in one single pass, the order can only be guaranteed within the single face only.

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