GLSL fragment processing order for full screen quad
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29-10-2019 - |
سؤال
I'm using GLSL for some image processing stuff, so drawing a full screen quad and doing processing in the fragment shader. I'm wondering if we can expect fragments to be processed in any particular priority order?
I know the fragments are being processed in parallel and we can't make any guarantees on the finish time for any particular fragment, so how is this handled? Is it just a big queue? And what would the pattern look like ie. scanline, blocks etc.
Will this be driver dependent? As you can tell I have several questions in this area, and I'm having trouble finding documentation on it.
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