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I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better.

I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more.

It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization.

It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

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closed as too broad by DMGregory Jul 4 '18 at 17:29

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

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These are all free.

GPU Gems 1
GPU Gems 2
GPU Gems 3

The Graphics Programming Black Book
ShaderX

EDIT: I misread your question. I feel the most useful one here will be the Black Book, though you might find some use in the others.

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  • \$\begingroup\$ Thanks. I have all GPU Gems, but i haven't read them yet. I will try them. Only problem is, that all of these books are old :( \$\endgroup\$ – zacharmarz Mar 18 '11 at 18:17

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