View Full Version : Number of really used pixel pipelines

07 July 2005, 09:05 AM
Hi there!
I hope this question isn't to much in hardware, but I'd like to know if anyone could make a statement on the internal use of pixel pipelines. Say for instance you want to let a fragment shader compute on some pixels. To ensure that only a fraction of all pixels are computed by the shader you use Scissoring. For example using that scissor mask you only draw a line of pixels. Will all the pixel pipelines be invoked? Or does the graphic hardware only work with rectangles of pixels?
Like this?
Pixel line:

Graphic card's work on pixels (16 pipelines)

If this would be true, then I'd think that most pipelines won't do anything.

Hope you know what I mean....


07 July 2005, 10:16 PM
I don't know if this link answers your question:

under paragraph 3.1.1 is a chart and a explaination how the pixel pipeline works.

08 August 2005, 02:56 PM
I guess that strongly depends on what hardware you are using. In principle I would think that in both cases all pipelines are fully used but only ATI / nVidia can tell you for sure.

CGTalk Moderation
08 August 2005, 02:56 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.