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by garaetjjte
1251 days ago
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They might rasterize fragments inside tiles to reduce blending costs, but still very much behave like immediate renderers: single-pass, with vertex shading results passed continuously into fragment shaders. Apple GPU is tile-based deferred renderer: vertex stage runs first storing results into intermediate buffer, then each tile is processed running fragment shader, at the end flushing results to framebuffer. This reduces memory bandwidth but might require multiple passes when eg. intermediate vertex output buffer overflows. |
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