3 ms·
Is that a typical implementation feature because of how VRAM is shared or something, or is this exposed somehow to the OpenGL ES developer?
by vortico 10y ago
Is that a typical implementation feature because of how VRAM is shared or something, or is this exposed somehow to the OpenGL ES developer?
- nhaehnle 10y agoIt is common (universal?) on mobile GPUs because VRAM is slow. In some sense, you could think of it as manual management of the depth/color buffer cache (which all GPUs have). This is not directly exposed in any common API, although Vulkan's renderpasses are intended to help write applications that behave efficiently on tiling renderers (as this kind of GPU is often called).
- exDM69 10y agoTiled renderers or "chunkers" are common on mobile because the memory bandwidth is much less (1/10th to 1/5th) than desktop GPUs. The color/depth buffers are stored in on-chip memory which is much faster. This isn't exposed to the programmer directly (Vulkan's multi pass API is related) but it has performance characteristics that we engine programmers need to be aware of.