摘要 |
Tiled rendering system and method comprising: geometry processing, comprising: receiving and transforming data of input graphics (eg. 3D geometry or primitives) into rendering space and determining the positions of sub-primitives derived from the input graphics in the rendering space; generating control stream data (ie. display lists or object lists) for each tile including identifiers of input graphics to be used in rendering the tile and indications of which sub-primitives are to be used in rendering that tile; rasterisation comprising: fetching input graphics identified in the control stream data for each tile; regenerating, based on the indications in the control stream data, only the sub-primitives that are to be rendered in a tile; rendering the sub-primitives. Input graphics may be control points for a patch to be tessellated. Generating sub-primitives may involve transformation, clipping, geometry shading. Masks may define how to derive sub-primitives or which sub-primitives are culled, clipped or present in a tile. A hierarchical cache may store sub-primitives and the sub-primitive designation may be a hierarchical index. Rendering may visualise an image of a 3D scene. Texturing, shading and hidden surface removal (HSR) may be applied to fragments. Control stream data may be saved in memory. |