摘要 |
In a tile-based graphics processing system, when a tile for a render output is to be generated, the fragment data storage requirements for each fragment to be generated for the tile is determined 51, and a colour and/or depth buffer in the tile buffer is allocated for use by the fragments for the tile based on the determination 57. The graphics processing pipeline then, when generating rendered fragment data for the tile, stores the rendered fragment data in the colour buffer and/or depth buffer of the tile buffer allocated to the fragments for the tile 58. |