Arm Community
Site
Search
User
Site
Search
User
Support forums
Mobile, Graphics, and Gaming forum
Processing order of vertices and fragments in arm gpu
State
Accepted Answer
+1
person also asked this
people also asked this
Locked
Locked
Replies
7 replies
Subscribers
138 subscribers
Views
9182 views
Users
0 members are here
Midgard
GPU Architecture
optimization
gpu
Options
Share
More actions
Related
How was your experience today?
This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion
Processing order of vertices and fragments in arm gpu
Shawn Chang
over 4 years ago
When the ARM GPU processes vertices and fragments, in what order are they distributed and processed?
Vertices are in index order?
What about fragment?
Can we try to control the order of the index on the cpu side to improve the efficiency of the GPU?
For example: Does the optimization of the link below improve the gpu of arm? If there is an improvement, what features of the GPUs they use?
github.com/.../meshoptimizer
Top replies
Peter Harris
over 4 years ago
+2
verified
Hi Shawn, Older Mali GPUs (Utgard, Midgard) render vertices in incrementing index order, between min and max referenced index, ignoring the actual order in the index buffer. Newer Mali GPUs (Bifrost...
Peter Harris
over 4 years ago
in reply to
Shawn Chang
+2
verified
In relatively new GPUs, calculations are done in the order of indexbuff. The vertices shared by multiple triangles may be calculated multiple times. Yes, may be shaded multiple times but there is post...
Peter Harris
over 4 years ago
in reply to
Shawn Chang
+1
verified
Mali is tile-based, so effectively fragment order is scrambled - it doesn't correspond to the draw sequence in any way (except within a pixel, where layering must respect blending, of course). HTH, ...
0
Quote