
246 III Image Space
Figure 3.8. CoC across the framebuffer.
Now, depending on the platform you are developing for, this process can be
done by different work units. On DX11, all this is realized in the compute shader
with the color and depth buffer used as textures. On PS3, we don’t have this
stage available, but we do have the SPUs!
3.4 Let’s SPUify This!
On PS3 the memory is split in two: main and video memory. Typical pipelines
have the main color buffer placed in video memory for performance and memory
footprint reasons. Since the SPUs like to work on buffers placed in main memory
(read/write mode), the first step is to transfer the main color buffer int ...