Originally posted by mcoffin
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RADV ACO Lands NGG Geometry Shader Support
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Originally posted by mcoffin View PostI honestly had no idea that this wasn't already supported since it's been supported by AMDVLK for so long. I primarily use mesa with the exception of one or two edge-case games, since it generally offers better performance, but this is nice to see! I wonder if mesa will expose primitive ordered shaders or not, as AMDVLK chose not to.
Personally, I think that NGG is a very good way to unify the geometry pipeline (excluding tessellation) into a single HW stage, you can think of it as a merged ES+GS+VS hardware stage. But it seems that it's not a silver bullet that will magically speed things up.
On the other hand, NGG is absolutely necessary to implement stuff like mesh shaders for example.
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Originally posted by skeevy420 View Post
Maybe, but my monitor can't even go into standby on Windows without crap going wrong. Monitor goes on standby, I wake it up, and the monitor blanks on and off every two seconds until I power cycle my monitor. I think it's because I'm using HDMI and HDCP goes wonky around the time my monitor goes into standby or wakes up. All I know is that it doesn't happen on Linux at all.
It gets old dealing with the same bug every time you leave your system for 5 minutes.
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Originally posted by Venemo View Post
The RADV/LLVM backend has supported NGG GS for a long time, but we didn't really get a noticable performance improvement from it. This was also the case when we added NGG VS/TES to ACO a few months ago. This is why NGG GS wasn't a priority for us. Also, few apps use GS at all, so it's not the most important area, in my opinion.
Personally, I think that NGG is a very good way to unify the geometry pipeline (excluding tessellation) into a single HW stage, you can think of it as a merged ES+GS+VS hardware stage. But it seems that it's not a silver bullet that will magically speed things up.
On the other hand, NGG is absolutely necessary to implement stuff like mesh shaders for example.
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