I hope any one of you will be answering some of my ‘blind concepts’ with much
clarity.
by profession and into OpenGL for the past one year.Recently I’m very
much attracted towards GPU insights. Especially related to advancements
of PowerVR products related to TBDR(Tile Based Deferred Rendering).But,
I’m having some problems behind understanding the underlying
implementations.
Some articles says TDBR don't need any Z-Buffers. Is this really
true??? the GPU must have some kind of at-least small buffer to store
the depths for comparing with the latter results right?? .
Z-Buffers, does the driver simulate the depth buffer array (as when we
call function calls related to Depth, we will be given correct results
similar to non-TDBR architectures).-Am I missing anything in this?
As I came to know, SGX cards use Shared (Main)
Memory - I can't be able to know how this can be BETTER in terms of
'performance' (as usually Main Memory is 'SLOW')
If i do something like "Maintaining a CUSTOM
Frame Buffer(Pixel array) and do depth sorting,alpha testing and other
tests on my own with ACCELERATED LIBRARY(something like Open CL or
VecLib) , and finally loading the result into the GPU frame buffer" -
will have any performance gain when using glReadPixels intensively?
In one of your(Thobias) comments, it was mentioned
that glReadPixels on Render Texture will be a performance gain.And why
this difference happens as, every thing needs the full flush when we
request a read call.
P.S: Apologies for making the post big.