Announcement

Collapse
No announcement yet.

LLVMpipe Tessellation Shader Support Is Now Working - Runs Unigine Heaven

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • LLVMpipe Tessellation Shader Support Is Now Working - Runs Unigine Heaven

    Phoronix: LLVMpipe Tessellation Shader Support Is Now Working - Runs Unigine Heaven

    The LLVMpipe CPU-based software rasterizer OpenGL driver within Mesa's Gallium3D now has working tessellation shader support (ARB_tessellation_shader) and can even run Unigine Heaven demo properly, just don't expect good performance...

    http://www.phoronix.com/scan.php?pag...lation-Working

  • #2
    Benchmarks or it didn't happen.

    Comment


    • #3
      While LLVMpipe is a CPU-based software rastertizer for OpenGL, is there any CPU-based software rasterizer for Vulkan?

      Comment


      • #4
        Tessellation is a big one!

        Originally posted by uid313 View Post
        While LLVMpipe is a CPU-based software rastertizer for OpenGL, is there any CPU-based software rasterizer for Vulkan?
        https://salsa.debian.org/Kazan-team/kazan

        Comment


        • #5
          Will we get to see benchmarks of LLVMpipe blasting pixels at the screen on a TR3990X soon?

          Comment


          • #6
            Originally posted by remenic View Post
            Will we get to see benchmarks of LLVMpipe blasting pixels at the screen on a TR3990X soon?
            llvmpipe tops out at 8 (or was it 16?) threads, so you won't gain anything by running it on a core-heavy CPU. It'll quite likely run best on an i9-9900K.

            Comment


            • #7
              Originally posted by Gusar View Post
              llvmpipe tops out at 8 (or was it 16?) threads, so you won't gain anything by running it on a core-heavy CPU. It'll quite likely run best on an i9-9900K.
              I seem to remember that being one of the selling points of SWR when it was merged. It scales to higher core counts than LLVMPipe.

              Comment


              • #8
                Originally posted by Veerappan View Post

                I seem to remember that being one of the selling points of SWR when it was merged. It scales to higher core counts than LLVMPipe.
                SWR scales better with high geometry complexity, which can be important for certain scenarios like scientific visualizations. It's not that great at pushing pixels or fragment shaders, meaning typical gaming scenarios are probably faster on llvmpipe.

                Comment


                • #9
                  What exactly is stopping llvmpipe from scaling to more threads?

                  Comment

                  Working...
                  X