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GPGPU Programming for Games and Science
book

GPGPU Programming for Games and Science

by David H. Eberly
August 2014
Intermediate to advanced
469 pages
16h 30m
English
A K Peters/CRC Press
Content preview from GPGPU Programming for Games and Science
248 GPGPU Programming for Games and Science
TABLE 5. 3: Depth, stencil, and culling state performance measurements
counter measurement description
PrimitiveAssemblyBusy 9.42 percentage of GPUTime that clipping and
culling is busy
CulledPrims 0 number of culled primitives
ClippedPrims 0 number of primitives requiring at least
one clipping operation
DepthStencilBusy 10.24 percentage of time GPU spent performing
depth and stencil tests
ZUnitStalled 0.10 percentage of GPUTime depth buffer
waits for color buffer to be ready for
writes
HiZQuadsCulled 95.93 percentage of quads not continuing in the
pipeline after HiZ test (written directly to
depth buffer or culled) ...
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Publisher Resources

ISBN: 9781466595354