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There's no real way to know as there is significant hardware variance. AMD hardware for example doesn't have UBOs as a distinct concept; a UBO is implemented as a read-only SSBO, relying on caching to aid performance. Other hardware makers have specialized hardware for this stuff, where it reads from the buffer to populate the execution units, and never ...


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Since you mentioned CUs and SIMDs, I wrote this mainly from the perspective of AMD's GCN architecture, but broadly speaking the answers apply to other GPU architectures as well (except for #2 which is really a detail specific to GCN). Other GPUs have parts that are at least somewhat analogous to CUs and SIMDs, though the details vary a lot. Not exactly. ...


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Writing a 2D render system is a perfectly reasonable thing to do using any of the Graphics API's that you listed. Triangles are the basic medium of all the popular graphics API's so learning to work with, and manipulate triangles whether it is in 2D or 3D is one of the big hurdles to getting a render system up and running. OpenGL tends to be the most popular ...


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The typical solution is to compute a bounding structure using triangles that would be transformed by the vertex shader. The bounding structure is computed to be large enough to fit the entire curve that will be drawn inside of it. It can be anything from a simple quad to a tightly fitted polygon. The fragment shader then does the work of deciding which ...


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