4 ms·
Possibly pixel local storage - I think this can be accessed with extended raster order groups and image blocks in metal. https://developer.apple.com/documentat
by kimixa 4y ago
Possibly pixel local storage - I think this can be accessed with extended raster order groups and image blocks in metal.
https://developer.apple.com/documentation/metal/resource_fundamentals/understanding_gpu_family_4/about_raster_order_groups https://developer.apple.com/documentation/metal/resource_fun...
E.g in their example in the link above for deferred rendering (figure 4) the multiple G buffers won't actually need to leave the on-chip tile buffer - unless there's a partial render before the final shading shader is run.