Metal 2 on A11 — Imageblock Sample Coverage Control
TechMetal 2 on A11 — Imageblock Sample Coverage Control
Tech Talks
Multisampling Antialiasing
MSAA on A-Series GPUs
- Edge tracking built into hardware for fast blending
- Efficient memory usage with Memoryless Render Targets
- Optimize memory bandwidth with resolve store action
- Programmable Sample Positions introduced in Metal 2
Enhanced MSAA on A11
- Faster MSAA hardware
- A11 GPU tracks unique sample data for even faster blending - Imageblock Sample Coverage Control
- Access sample coverage tracking data
- Resolve at any time in your render pass
- Implement custom resolve with tile shading
Edge Tracking
- A-series GPUs track primitive edges
- Pixels without edges blend per pixel
- Pixels that contain edges blend each sample - A11 GPU also tracks unique samples
- Pixels that contain edges blend unique samples
Enhanced MSAA on A11
Optimized multisampled blending
- GPU tracks unique colors per pixel
- Primitives can add or merge colors
- Only blend unique values
- Includes programmable blending
Color Tracking Example
- Initial Value
- All samples are initialized to a clear color
- 1 color represents all 4 samples - New unique color introduced
- Primitive edge can introduce a new color
- Covered samples are reassigned to the new color - Blend each unique color
- Blend for each covered color
- New unique colors created as needed - Merging colors
- Color count can grow and shrink
- Opaque geometry can merge colors
Imageblock Sample Coverage Control
- Implement new algorithms and optimizations
- Resolve in the middle of a render pass
- Resolve sampels before blending
- Ensure only 1 unique color to blend per pixel
Sample Code — Surface Aggregation
- Merge surfaces heuristically
- Do more in a single render pass
- Render G-buffer with MSAA
- Reduce unique G-buffer samples with tile pipeline
- Light and shade aggregate G-buffer samples