metal的带宽之前的blog有讲

这篇主要是vulkan 和ogles的解决方案

https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkAttachmentDescription.html

typedef struct VkAttachmentDescription {
VkAttachmentDescriptionFlags flags;
VkFormat format;
VkSampleCountFlagBits samples;
VkAttachmentLoadOp loadOp;
VkAttachmentStoreOp storeOp;
VkAttachmentLoadOp stencilLoadOp;
VkAttachmentStoreOp stencilStoreOp;
VkImageLayout initialLayout;
VkImageLayout finalLayout;
} VkAttachmentDescription;

这样 load store action和programmable blending

vulkan上都有对应实现了

(vulkan还能单独操作stencil的load store。。。)

这样 这两步在unity上应该 都是跨平台支持的 不需要分平台支持了

下面就是metal2那些 feature 在vulkan上的实现。。。

这里八成是要分平台写 因为metal里面的那些关键字别的平台又没有对应。。

=======================================================================================

https://developer.arm.com/solutions/graphics/developer-guides/understanding-render-passes/how-render-passes-work

opengl下 上述方案对应的解决方案

ogles是隐式控制pass切换的

  • The application calls glBindFramebuffer() to change the GL_FRAMEBUFFER or GL_DRAW_FRAMEBUFFER target.
  • The application calls glFramebufferTexture*() or glFramebufferRenderbuffer() to change the attachments of the currently bound draw framebuffer object when the drawing is queued.
  • The application calls eglSwapBuffers() to signal the end of a frame.
  • The application calls glFlush() or glFinish() to explicitly flush any queued rendering.
  • The application creates a glFenceSync() for some rendering in the current render pass and then calls glClientWaitSync() to wait on the completion of that work, or an equivalent behavior with a query object

vulkan和metal是显式控制切换的

this means avoiding:

  • Reading in older framebuffer values at the start of a render pass if they are going to be overdrawn.
  • Writing out values at the end of each render pass which are transient and are only needed for the duration of that render pass.

这两步就是load store

mali gpu

避免tile memory和ddr之间的traffic

这部分的traffic都是带宽 带宽除此之外还包括texture sample

https://developer.arm.com/solutions/graphics/developer-guides/understanding-render-passes/efficient-render-passes

1.避免切出去再切回来

2.尽量合并 共用renderpass

OGLES:

Load

  • glClear()
  • glClearBuffer*()
  • glInvalidateFramebuffer()

Caution: Only the start of tile clear is free. Calling glClear() or glClearBuffer*() after the first draw call in a render pass is not free, and this results in a per-fragment clear shader.

For Vulkan, set the loadOp for each attachment to either of:

  • VK_ATTACHMENT_LOAD_OP_CLEAR
  • VK_ATTACHMENT_LOAD_OP_DONT_CARE

Caution: If you call VkCmdClear*() commands to clear an attachment, or manually use a shader to write a constant color, it results in a per-fragment clear shader. To benefit from the fast fixed-function tile initialization, it is much more efficient to use the render pass loadOp operations.

不影响最终结果的情况下 mali里面invalidate operation 优于 a clear operation.

Store

用这个 glInvalidateFramebuffer

OpenGL ES, you can notify the driver that an attachment is transient by marking the content as invalid using a call to glInvalidateFramebuffer() as the last draw call in the render pass.

Note: If you write applications using OpenGL ES 2.0, you must use glDiscardFramebufferExt() from the [EXT_discard_framebuffer][EXT_dfb] extension.

depth能用这个么。。。GL_COLOR_ATTACHMENTiGL_DEPTH_ATTACHMENTGL_STENCIL_ATTACHMENT, and/or GL_DEPTH_STENCIL_ATTACHMENT....可以 处理depth

这样解决方案就ok了

For Vulkan, set the storeOp for each transient attachment to VK_ATTACHMENT_STORE_OP_DONT_CARE. For more efficiency, the application can even avoid allocating physical backing memory for transient attachments by allocating the backing memory using VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT and constructing the VkImagewith VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT.

这块是metal里 memoryless在vulkan上的解决方案

depthstencil在vulkan metal上的建议是 别包一起 我们确实遇到这个问题了 就一个mask却把depth一起开了 这种状况是要避免的

-----------------

    EXT_discard_framebuffer
这个unity有支持
===================
看了下unity代码 load store action它在ogles里也是支持的
那之后测下msaa下 是否生效就可以了
metal下msaa是不生效的 有bug要修
https://www.cnblogs.com/minggoddess/p/11447389.html

Load store action in vulkan & ogles 的解决方案的更多相关文章

  1. msaa mrt load store action unity

    unity buildin renderpipeline 和lightweight rp 对于开了msaa的rt 的load store action设置失效 buildin的时候set render ...

  2. unity里blit的load store action设置

    做blit的 load store action时 用 setrendertarget做 之后blit 参数用 BuiltinRenderTextureType.CurrentActive https ...

  3. TBDR下msaa 在metal vulkan和ogles的解决方案

    https://developer.arm.com/solutions/graphics/developer-guides/understanding-render-passes/multi-samp ...

  4. vulkan load store and memoryless

    https://www.jendrikillner.com/article_database/ https://community.arm.com/developer/tools-software/g ...

  5. Unordered load/store queue

    A method and processor for providing full load/store queue functionality to an unordered load/store  ...

  6. Load store and memoryless

    metal https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPractice ...

  7. 报错:Unable to load configuration. - action - file:/E:/apache-tomcat-8.0.37/webapps/20161102-struts2-3/WEB-INF/classes/struts.xml:11:73

    第一种报错: 严重: Exception starting filter struts2Unable to load configuration. - action - file:/E:/apache ...

  8. 批量Load/Store指令的寻址方式

    批量Load/Store指令用于实现在一组寄存器和一块连续的内存单元之间传输数据.也称为多寄存器寻址方式,即一条指令可以完成多个寄存器值的传送.这种寻址方式可以用一条指令最多完成传送16个通用寄存器的 ...

  9. 出现错误:Unable to load configuration. - action - file:/E:/Java/Tomcat7.0/apache-tomcat-7.0.68-windows-x64/apache-tomcat-7.0.68/webapps/SSH2Integrate/WEB-INF/classes/struts.xml:8:43

    严重: Exception starting filter struts2 Unable to load configuration. - action - file:/E:/Java/Tomcat7 ...

随机推荐

  1. flex布局时,vertical-align:middle无效

    flex布局,子元素内部vertical-align=middle无效,对文字的容器 display: flex; align-items: center;

  2. stat中的st_dev和st_rdev

    目录 stat中的st_dev和st_rdev title: stat中的st_dev和st_rdev date: 2019/11/27 21:04:25 toc: true --- stat中的st ...

  3. 鼠标拖拉div宽度

    先看效果 先进入页面 当鼠标停留在中间div时,鼠标变成双箭头 点击拖拉 往右边拉 往最左边拉 代码 <!DOCTYPE html> <html> <head> & ...

  4. golang的定时器NewTimer、NewTicker使用

    package main import ( "fmt" "sync" "time" ) /** *ticker只要定义完成,从此刻开始计时, ...

  5. Guava 工具类之Strings 的使用

    public class StringTest { public static void main(String[] args) { //判断是null还是空字符串 boolean b1 = Stri ...

  6. js轮播图和bootstrap中的轮播图

    js中的轮播图案例: <!DOCTYPE html><html lang="en"> <head> <meta charset=" ...

  7. Linux基础指令--文件操作

    mkdir a 创建一个名为a的文件夹 touch a.txt 创建一个名为a.txt的文件 mv b sm/ 将文件(夹)b 移动到当前目录下的sm目录下 rm -rf a 删除 a文件 -rf为参 ...

  8. fiddler笔记:快捷工具栏

    WinConfig:   Comment 为所有选中的Session添加Comment. Replay Replay+ctrl 重新发送请求,而不包括任何条件请求头. Replay+shift 指定每 ...

  9. Python 【for/while循环】

    循环语句for...in..循环语句 1.空房间 #元素(item) 可以当成是一个变量 for i in [1,2,3,4,5]: #变量i是“空房间” print(i) #有一群数字在排队办业务, ...

  10. oracle数据库的冷备份

    前言 冷备份是Oracle最简单的一种备份,所谓的冷备份指的就是在关闭数据库实例的情况下进行数据库备份操作的实现:然后使用操作系统实用工具或者第三方工具备份所有相关的数据库文件.能简单快速地备份.能简 ...