Tile-based Rasterization in NVIDIA Maxwell and Pascal GPUs

Started by JeGX, August 05, 2016, 12:19:16 PM

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JeGX

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Nvidia has constantly evolved the architecture of their GPUs in each generation to enhance performance and power-efficiency. While the company has discussed the changes in the programmable shader cores for the Maxwell and Pascal generation, which have generally eliminated or reduced scheduling logic and placed a greater burden on the compiler. However, Nvidia's architects have avoided disclosing details about the fixed function graphics hardware – in some cases denying changes.

Starting with the Maxwell architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia's Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD.

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