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GPU Primitives at Game Scale: Difference between revisions

Revision as of 05:11, 23 October 2026
RemmyLee
(Hardware tests: 72 more test pages, listed on the main page by area; RUN.toml no longer published)
Revision as of 05:41, 23 October 2026
RemmyLee
(Hardware tests: See also links back from 37 existing pages to the new ones)
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Mesh rows draw in additive semi-transparency with a red of 8. The red of a pixel then counts how many primitives covered it, and the row prints how many pixels were covered 0, 1, 2 and 3 or more times.[^src] The [rendering](/hardware/gpu/rendering/) page describes the drawing rules.Mesh rows draw in additive semi-transparency with a red of 8. The red of a pixel then counts how many primitives covered it, and the row prints how many pixels were covered 0, 1, 2 and 3 or more times.[^src] The [rendering](/hardware/gpu/rendering/) page describes the drawing rules.
+See also:
+
+- [GPU Drawing Time and Status Bits](/tests/gpu-drawing-time/)
+
## Results## Results
Two triangles that share an edge fill a square with no gap and no overlap at every slope of the edge. The program split a 200 x 200 square along an edge from 0,0 to each of 200,0, 200,1, 200,5, 200,50, 200,150 and 200,200. Every split covered 40,000 pixels exactly once and gave the same CRC.[^psb]Two triangles that share an edge fill a square with no gap and no overlap at every slope of the edge. The program split a 200 x 200 square along an edge from 0,0 to each of 200,0, 200,1, 200,5, 200,50, 200,150 and 200,200. Every split covered 40,000 pixels exactly once and gave the same CRC.[^psb]
−A fan of 64 triangles of radius 90 left no pixel covered twice, and so did a fan of 16 triangles and strips of 80 thin triangles. The thin triangle 0,0, 200,0, 200,1 drew 200 pixels, and the same triangle turned upright, 0,0, 0,200, 1,200, drew 199. The triangle 0,0, 200,1, 200,2 drew 100 pixels.[^psb]+A fan of 64 triangles of radius 90 left no pixel covered twice, and so did a fan of 16 triangles and strips of 80 thin triangles. The thin triangle 0,0, 200,0, 200,1 drew 200 pixels, and the same triangle turned upright, 0,0, 0,200, 1,200, drew 199. The triangle 0,0, 200,1, 200,2 drew 100 pixels.[^psb] Under GP0(E2h) 280FFh a 4-bit sprite of 48 x 40 at UV 37,200 repeated an 8 x 8 block of texels across its whole width and height.[^twm]
−Under GP0(E2h) 280FFh a 4-bit sprite of 48 x 40 at UV 37,200 repeated an 8 x 8 block of texels across its whole width and height.[^twm]
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## Runs## Runs