
Performance Tuning for
Tile-Based Architectures
Bruce Merry
23.1 Introduction
The OpenGL and OpenGL ES specifications describe a virtual pipeline in which
triangles are processed in order: the vertices of a triangle are transformed, the triangle
is set up and rasterized to produce fragments, the fragments are shaded and then
written to the framebuffer. Once this has been done, the next triangle is processed,
and so on. However, this is not the most efficient way for a GPU to work; GPUs will
usually reorder and parallelize things under the hood for better performance.
In this chapter, we will examine tile-based rendering, a par ticular way to arrange
a