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241 points fschuett | 4 comments | | HN request time: 0.416s | source
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pbohun ◴[] No.45664365[source]
What's cool about this is that computers are so fast that you could probably make a decent 2D game using only this software-rendered OpenGL 1.1 library.
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pjmlp ◴[] No.45665580[source]
Software rendering is the future anyway, with the caveat that it is actually hardware accelerated, by making use of compute (GPGPU).
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1. thekodols ◴[] No.45665659[source]
I'm out of the loop -- how so?
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2. ◴[] No.45665689[source]
3. pjmlp ◴[] No.45665721[source]
One approach is using CUDA and SYCL, for example OTOY uses CUDA based rendering.

https://home.otoy.com/render/octane-render

Other is making use of mesh shaders, which you need a recent graphics card for it, still making its way across the ecosystem.

https://developer.nvidia.com/blog/introduction-turing-mesh-s...

Basically the idea is to throw away yet again the current set of execution pipelines, and have only two kinds of shaders, mesh shaders which are general purpose compute units that can be combined together, and task shaders which have the role to orchestrate the execution of mesh shaders.

So basically you can write graphics algorithms like in the software rendering days, with whatever approach one decides to do, without having to try to fit them into the traditional GPU pipeline, yet running on the graphics card instead of the GPU.

This is how approaches like Nanite came to be as well.

https://dev.epicgames.com/documentation/en-us/unreal-engine/...

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4. Pannoniae ◴[] No.45674579[source]
Straight facts, thank you:) but one small nitpick: mesh/task shading only replaces the vertex pipeline (VS/TS/GS), the pixel shader is still a thing afterwards...