Damus
Rune Skovbo Johansen · 21w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqvfhu7aelr6xh3gwqnw8zjwqv0wuzl9fejfrj9ug647ldvy3jtmkq9l5x8e Really, on modern hardware? The threads I saw about discards seemed to mostly say it u...
Josh Simmons profile picture
@nprofile1q... @nprofile1q... Yep! The problem with discard (and similarly, shader depth writes) is that it means the GPU does not know statically ahead of time whether the fragment shader should write depth or not, so it can no longer rely on that information for all the early depth rejection trickery that GPUs do for opaque surfaces based on their geometry alone. There's a lot more subtlety but basically it just turns off optimisations.