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Can you point to examples you're talking about?! Most of examples use this code which uses single triangle: Lines 40 to 96 in 4581f14 |
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I saw a clear use two triangles in RenderDoc with DX11. I appologize that I extrapolated this to other cases. |
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I noticed that all full screen operations are done using two triangles. This is inefficient because of cache locality and empty helper threads on the triangle boundaries
Here are a couple references discussing this, the effect is known and measurable:
https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pass.html
https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/
https://stackoverflow.com/questions/55197347/webgl-full-screen-quad-or-triangle-for-invoking-fragment-shader-for-every-pixel/64686565#64686565
It's a minor saving, but it's actually simpler than drawing two triangles.
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