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by badsectoracula 661 days ago
> Pray you have programmable blending

I prayed for programmable blending via "blending shaders" (and FWIW programmable texture decoding via "texture shaders" - useful for custom texture format/compression, texture synthesis, etc) since i first learned about pixel shaders waay back in early 2000s.

Somehow GPUs got raytracing before programmable blending when the former felt like some summer night dream and the latter just about replacing yet another fixed function block with a programmable one :-P

(still waiting for texture shaders though)

5 comments

The mobile PowerVR GPUs had programmable blending last time I've touched those, in fact, it's the only kind of blending they had. Changing blend states on PS Vita was ~1ms, not pretty.
Isn't 'VK_EXT_fragment_shader_interlock' kind of like programmable blending? Or Raster-order-views in DX land.

This is a great example of using it: https://vulkan.org/user/pages/09.events/vulkanised-2024/vulk...

Well, there is mesh shaders, work graphs, CUDA, plain C++ shaders.

OTOY does all their rendering with compute nowadays.

I mean most of that could be emulated in vulkan or dx12, I'm not sure about other apis. I'm curious what the use case would be though. I'm also fairly certain it can be done to a degree, but without a convincing use case it's hard to justify the implementation work.