hi guys,
with mobile tile-based GPU, the hardware breaks up the frame into tile list and operate within the ondie memory, which claimed to be very fast, and when the frame is ready to present, then it would write to the much slower system shared memory (like back buffer?). so only 1 write to the slow system shared memory during a frame is achieved.
question :
if i was to request a number of tmpRT, and operate on them during frame rendering, and avoid wirting to BuiltinRenderTextureType.CameraTarget until the very end, would all the tmpRT be operate on the ondie memory side, or would they operate on the system shared memory side(those dedicated memory served as GPU memory)?
the reason why i wanna ask about this, was i m thinking about imporving stacking camera renderings in my SRP, and if the above goes true, then i would save the write to BuiltinRenderTextureType.CameraTarget until the very last stacking camera lo. currently for every camera in the stack there will be write to BuiltinRenderTextureType.CameraTarget end command