摘要 |
In tile-based graphics processing systems, a tiling unit determines which tiles of a rendering space a primitive is in, such that the primitives in a tile can be rendered. A bounding box is determined for the primitive. For each tile boundary between lines of tiles in the bounding box, intersection points of the tile boundary with edges of the primitive are determined and used to determine which of the tiles in the bounding box the primitive is in. In this way the tiling process can be implemented without performing tiling calculations for all of the tiles in the bounding box for a primitive. Reducing the number of tiling calculations can help to improve the efficiency of the graphics processing system (in terms of speed and power consumption) for rendering a primitive. |