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by garaetjjte 1251 days ago
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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And there are GPUs that have both operating modes: Adreno.
Does Adreno really have a deferred mode? The documentation I could find only describes tiled immediate rendering.

Edit: I just had another look, pretty sure this is standard Tile-Based Immediate Rendering. The documentation sometimes refers to this as "deferred" probably because copying of the final image values to the RAM is deferred. But "deferred" in TBDR means "deferred shading", not just "deferred memory copy". Adreno does not do deferred shading.