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In tiling rendering architectures like you usually see them on mobile GPUs you can also use pixel local storage[1] to have G-buffer information never leave the
by ginko 11y ago
In tiling rendering architectures like you usually see them on mobile GPUs you can also use pixel local storage[1] to have G-buffer information never leave the on-chip memory.
The Vulkan api also introduces subpasses that implicitly support this.
[1] https://www.khronos.org/registry/gles/extensions/EXT/EXT_shader_pixel_local_storage.txt https://www.khronos.org/registry/gles/extensions/EXT/EXT_sha...