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LRB 只是实现了 binning,不是 TBDR,所以还是只是属于 TBR ,TBR 跑 MSAA 的时候性能应该比较好。
Unlike some other tile-based rendering methods, there is no attempt at perfect occlusion culling before shading, reordering of shading, or any other non-standard rendering methods. When taking commands from a DirectX or OpenGL command stream, rendering for a single tile is performed in the order in which the commands are submitted. Using a conventional rendering pipeline within each tile avoids surprises in either functionality or performance and works consistently well across a broad spectrum of existing applications.
不过既然作了场景的 binning,给人的感觉还是很容易实现 deferred renderer ,估计 Intel 是担心目前的游戏都是针对 IMR 设计的,现在做成 TBDR 先决会出现兼容性问题,所以就没有去实现 deferred renderer ,没准以后的驱动会有一个开关 :p |
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