Editing Graphics
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* ISP FPU block then converts all incoming primitives into triangles (including lines and point sprites), before generating the necessary plane equations required for rasterization and depth comparison. | * ISP FPU block then converts all incoming primitives into triangles (including lines and point sprites), before generating the necessary plane equations required for rasterization and depth comparison. | ||
* ISP block will conduct hidden surface removal for the tile, using dedicated on-chip tile depth / stencil /mask memory. This greatly reduces the memory bandwidth required for depth/stencil tests; even reducing it to zero if the depth/stencil values are no longer needed in future passes or the current scene. The ISP block is additionally responsible for initializing the tile (loading depth/stencil /mask values from memory if required), multi-sampling, visibility tests and updating the depth /stencil /mask buffer in memory (if required). | * ISP block will conduct hidden surface removal for the tile, using dedicated on-chip tile depth / stencil /mask memory. This greatly reduces the memory bandwidth required for depth/stencil tests; even reducing it to zero if the depth/stencil values are no longer needed in future passes or the current scene. The ISP block is additionally responsible for initializing the tile (loading depth/stencil /mask values from memory if required), multi-sampling, visibility tests and updating the depth /stencil /mask buffer in memory (if required). | ||
=== UITR === | === UITR === |