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Performance Of SRP Batching VS GPU Instancing
So when you have a large number of the same mesh and material (100's, 1000's, etc) on screen then GPU Instancing makes sense and should perform better.When you have a large number of different materials but few shader variants then SRP Batching is the be转载 2022-06-08 10:40:40 · 529 阅读 · 0 评论 -
The Mali GPU: An Abstract Machine
Mali GPU: An Abstract Machine - Frame Pipelining - Graphics, Gaming, and VR blog - Arm Community blogs - Arm CommunityWe will explore the fundamental macro-scale architectural structures and behaviors developers have to worry about, how this translates int转载 2022-03-28 14:38:41 · 250 阅读 · 0 评论 -
Deferred shading on mobile: An API overview
The Vulkan and OpenGLES APIs expose mechanisms for fetching framebuffer attachments on-tile. A special feature of tile-based GPUs, like Arm Mali, is the ability to implement fast programmable blending and on-chip deferred shading-like techniques.In this转载 2022-02-09 15:23:24 · 676 阅读 · 0 评论 -
Introducing Pixel Local Storage: an extension ahead of its time
Back in 2014. Since then, many things have happened that have transformed mobile Graphics, particularly the release of the first Vulkan version in February 2016. Built from the ground up, Vulkan was intended to replace OpenGL as the main Graphics API, aft.转载 2022-02-09 12:27:02 · 337 阅读 · 0 评论