Page history
10 April 2013
9 April 2013
→Misc mobile GPU performance topics
+223
→Always call glClear immediately after glBindFramebuffer
→Draw-calls are expensive
−2
→Draw-calls are expensive
+2
→Gathering raw documentation from the source
−50
→Always call glClear immediately after glBindFramebuffer
+145
→Other performance pitfalls (not related to "deferred")
−8
→What does "deferred" actually mean in various GPUs?
+30
→What does "deferred" actually mean in various GPUs?
+1
→Performance implications of "deferred"
+1,844
no edit summary
+546
→Performance implications of "deferred"
−599
→What does "deferred" actually mean in various GPUs?
+18
→What does "deferred" actually mean in various GPUs?
+1,718
→What does "deferred" actually mean in various GPUs?
+23
→What does "deferred" actually mean in various GPUs?
+12
→What does "deferred" actually mean in various GPUs?
→What does "deferred" actually mean in various GPUs?
+2,269
7 April 2013
6 April 2013
→Gathering raw documentation from the source
+211
→Gathering raw documentation from the source
−1
→Imagination Technologies (PowerVR)
+170
→Gathering raw documentation from the source
+104
→Qualcomm (Adreno)
+151
→Imagination Technologies (PowerVR)
+274
→ARM (Mali)
+214
→NVIDIA (Tegra)
+182