Stephane Hockenhull
Member
- Joined
- Sep 12, 2010
- Messages
- 282
Regardless, there isn't an intrinsic reason any of that has to go off-tile, if you have enough tile memory to support each render target, or it's known that one target is no longer being used and can be released mid-scene (the texture cache should also be capable of hitting the tile memory). That's not to say that's how it actually works though.
PVR tile memory is just a single tiny tile per core (32x32 iirc).
it gets flushed to RAM and reused as the frame buffer is rendered tile-by-tile.
the whole point of tile based rendering is that you only need 1 tile on die.
afaik none of the tile-based-rendering GPUs hold more than one tile per core.
that wouldn't make for a big texture and then you couldnt render anything since the tile was filled with the texture.
its not like a 360 with 10MB eDRAM "inside" the GPU.