Killing what can't be handled – putting a spaghetti demon to eternal rest
themaister.net
themaister.net
I had to laugh at this really, really hard. Thanks!
> For loops, there is a risk of infinite loops hanging the GPU.
My understanding of GPU shaders is limited, but isn't it kind of their point to be (incredibly) fast, small and, most importantly, finite, otherwise the performance tanks too hard?
* ubershaders: previous gen, but a small amount (or even single) big shaders were made for a variety of (very good) reasons. Typically a few thousand LoC once includes etc. were bundled in.
* Thanks to things like the Unreal material editor, we now have thousands of shaders (which necessarily have thousands of LoC in aggregate). Individual shaders in that corpus might still be really large.
It think I recall the instruction limit starting to really lift for either DX9 a/b/c, or DX10. Also consider what the likes of DLSS lets you get away with, you can go berserk with shadier complexity and simply paper over it.
Thank You for this. Will be looking into using.