Re: Tilesort generates needed network traffic?

"James Supancic" <[email protected]>
Newsgroups gmane.comp.graphics.chromium.user
Message-ID <[email protected]>
> That's intentional.  Recall that you can make a whole chain of SPUs.
> Some SPUs depend on getting SwapBuffer calls.  If we omitted some
> SwapBuffer calls, we'd cause trouble for those other SPUs.  The VNC
> SPU is an example.

I don't understand, if nothing is to be rendered to a tile, what do
the SPUs for that tile need to get a SwapBuffer call? Why do they need
to receive SwapBuffer calls for frames that they have nothing to do
with? For example, If I am running the city demo on a two display
setup, and the city demo's window is on one tile, why do I need to be
sending anything to the other tile?

Are you saying that without the SwapBuffer call other data that is
sent to the tile not part of the current frame will "pollute" the
first frame that it should render after becoming part of the frame (if
a window move or something causes a re tiling)?

I can see how that is possible, but ideally, I would filter out
everything being sent to the SPUs for a tile that is not part of the
scene....

Or are other SPUs using it as some kind of periodic "interrupt" mechanism?

> Some good background material is the original WireGL white paper and
> the Chromium paper from SIGGRAPH '02 (I think).  You should definitely
> read those.  I think there's also some Stanford papers detailing the
> state differencer and packer/unpacker.

I read one Stanford paper on the state tracker. I will take a look at
the SIGGRAPH papers on Chromium.

Thank you for your time,
James Steven Supancic III

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