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Re:A trip through the Graphics Pipeline by sharpneli on Wednesday December 14, 2022 @10:39AM (#33984984)
It's very relevant. The parts shown here haven't changed. The biggest things we've gotten is just more control about command submission and dependencies etc. Otherwise the rasterization pipeline still chucks along exactly as shown here. (Yeah you might want to use mesh shaders, but they're not always supported. And there is RT stuff too. But what's in this article also works fine)
Re:A trip through the Graphics Pipeline by superjan on Wednesday December 14, 2022 @05:07PM (#33991300)
Agreed, but don’t forget about compute shaders: their programmer audience extends way beyond 3D, whereas RT with all it’s current limitations is only interesting for AAA game studios.