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glsl: reduce geometry shader complexity #1995
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.
Potentially it would reduce the geometry shader overhead. And it
Need a quick test on various driver, AMD, Nvidia, Intel.
Here some stats on Nouveau compiler.
I remembered someone posted some screenshot on an AMG GPU that show sprite diagonal (border of 2 triangles). Normally rasterization rules are obvious. Only a single fragment must be generated at the border. I don't know if it was due to the 2 sprites or a random bug in the driver. Anyway, code is better this way. And maybe someone could do the same for latest added shader.