Platform/GFX/MobileGPUs: Difference between revisions

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While only rerendering the part of the framebuffer that has changed since the last swap look like an intersting performance trick, it turns out to cause bad performance problems on tile-based GPUs. This is because if the previous tile buffer is not cleared, the GPU must restore its state which requires a bandwidth cost that can be higher than just redrawing the entire frame.
While only rerendering the part of the framebuffer that has changed since the last swap look like an intersting performance trick, it turns out to cause bad performance problems on tile-based GPUs. This is because if the previous tile buffer is not cleared, the GPU must restore its state which requires a bandwidth cost that can be higher than just redrawing the entire frame.
Some vendors provide with extensions (like QCOM_tiled_rendering) to address this use-case. Such extensions make it possible to minimize the amount of tiles that need to be restored.
Some vendors provide with extensions (like QCOM_tiled_rendering) to address this use-case. Such extensions make it possible to minimize the amount of tiles that need to be restored.
== Per pixel hidden surface removal ==
Some GPUs like PowerVR family do per pixel hidden surface removal to shad as few pixels as possible. Blending, sample masking and fragment shaders that may output transparent pixels or use the discard keyword will disable this optimization.


= Misc mobile GPU performance topics =
= Misc mobile GPU performance topics =
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