Metal Tutorial 5 β Tiled Rendering
Every Apple GPU is a tile-based deferred renderer (TBDR). Instead of writing intermediate results to DRAM and reading them back, the GPU processes each screen tile entirely in fast on-chip memory. This tutorial exploits that architecture with memoryless textures and tile shaders β eliminating the G-buffer bandwidth cost that conventional deferred rendering pays on every frame.
What youβll learn:
- How Appleβs TBDR architecture differs from immediate-mode GPUs
- Declaring G-buffer textures as memoryless to keep them on-chip
- Writing tile shaders that run between render passes within a tile
- Using
.dontCareload/store actions to eliminate unnecessary memory traffic