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Metal 2 on A11 - Tile Shading
Tile shading is a new Metal 2 pipeline stage allowing apps to combine rendering and compute operations into a single render pass while sharing imageblock data and threadgroup memory. Understand how to create a tile shading pipeline, and see how it leverages the high-bandwidth tile memory of the A11 GPU.
Ressources
- Tailor Your Apps for Apple GPUs and Tile-Based Deferred Rendering
- Forward Plus with Tile Shading
- Order Independent Transparency with Imageblocks
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