48 ms·
It 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
by nhaehnle 10y ago
It 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).