ABSTRACT

In this chapter, we will examine tile-based rendering, a particular way to arrange a graphics pipeline that is used in several popular mobile GPUs. We will look at what tile-based rendering is and why it is used and then look at what needs to be done differently to achieve optimal performance. I assume that the reader already has experience with optimizing OpenGL applications and is familiar with the standard techniques, such as reducing state changes, reducing the number of draw calls, reducing shader complexity and texture compression, and is looking for advice that is specific to tile-based GPUs.