WWDC 2013 OpenGL ES Supporting tagline
Instancing
Vertex Texture Sample
TBDR GPU Architecture
|====================|
| Vertex Processor |
|====================|
|
\/
|====================|
| Tile Processor |
|====================|
|
\/
|====================|
| Raster Processor |
|====================|
|
\/
|====================|
| Rasterization |
|====================|
|
\/
|====================|
| Fragment Processor |
|====================|
|
\/
|====================|
| Tile Store |
|====================|
tips:
use glclear avoid logical buffer load
Dependent Texture Sampling
Published
15 June 2013