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A comment on The Apple GPU and the impossible bug. Parent comment
https://developer.apple.com/documentation/metal/resource_fun...
E.g in their example in the link above for deferred rendering (figure 4) the multiple G buffers won't actually need to leave the on-chip tile buffer - unless there's a partial render before the final shading shader is run.
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https://developer.apple.com/documentation/metal/resource_fun...
E.g in their example in the link above for deferred rendering (figure 4) the multiple G buffers won't actually need to leave the on-chip tile buffer - unless there's a partial render before the final shading shader is run.