Depth test phase between OpenGL ES2.0 and DirectX

OpenGL ES 2.0 and DirectX all define the depth test step after pixel shader stage, it will cause time consumption and memory usage, so that increase the power usage. Therefore, many mobile GPU vendors likes PowerVR, Nvidia attempt to adjust the graphics pipeline of these APIs. PowerVR provides Hidden-Surface-Removal(HSR) in tile-based-render and Nvidia's ultra low power(ULP) GeForce support the early depth test.

 ULP GeForce's graphics pipeline

 OpenGL ES2.0 pipeline

Immediate Mode Render pipeline

Tile-Based Render pipeline



Reference:
http://www.anandtech.com/show/4686/samsung-galaxy-s-2-international-review-the-best-redefined/15 

http://www.anandtech.com/show/735/3

http://www.cg.tuwien.ac.at/courses/Seminar_Wissenschaftliches_Arbeiten/Misc/CGMobileDevices.pdf

http://developer.apple.com/library/ios/#DOCUMENTATION/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESPlatforms/OpenGLESPlatforms.html

DirectX 9.0 graphics pipeline
http://user.xmission.com/~legalize/book/preview/poster/pipeline-9.0.png

Comments

Popular posts from this blog

Drawing textured cube with Vulkan on Android

glTF loader for Android Vulkan

C++ unit testing & CI integration in GitHub (I/2)