TBDR are used in embedded systems which are bandwidth starved, it would be surprising if they didn't go for data compression as techniques used on desktops become used on mobile hardware.
Shadow buffers would benefit from taking less memory/bandwidth, and given the number of fullscreen filters run on modern games, they would also benefit from a compressed colour buffer.
Also doing Deferred Shading on chip would be something quite nice...
(Wouldn't help with big kernels that need to access data outside the tile, hence the benefit of compressing your colour buffer if possible.)
Bandwidth is the major issue on CPU and GPU alike IMO.
(And lack of standard for GPU is a major one too )
(Also I'd like 4KiB pages, that would save internal fragmentation, I could live with 8/16KiB, 64KiB seems too big, let alone 2MiB...)
(In fact I have th whole design of a streaming engine in my drawer waiting only for VM on CPU/GPU sharing the same mapping and a streamlined low level API + standard texture layouts [although I can go around that using it only for compressed textures which are standard in layout])
Shadow buffers would benefit from taking less memory/bandwidth, and given the number of fullscreen filters run on modern games, they would also benefit from a compressed colour buffer.
Also doing Deferred Shading on chip would be something quite nice...
(Wouldn't help with big kernels that need to access data outside the tile, hence the benefit of compressing your colour buffer if possible.)
Bandwidth is the major issue on CPU and GPU alike IMO.
(And lack of standard for GPU is a major one too )
(Also I'd like 4KiB pages, that would save internal fragmentation, I could live with 8/16KiB, 64KiB seems too big, let alone 2MiB...)
(In fact I have th whole design of a streaming engine in my drawer waiting only for VM on CPU/GPU sharing the same mapping and a streamlined low level API + standard texture layouts [although I can go around that using it only for compressed textures which are standard in layout])