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lines changed Original file line number Diff line number Diff line change @@ -110,7 +110,7 @@ vk::RenderPass render_pass = device.createRenderPass(render_pass_info);
110110
111111* *Optimize for Tile Size*: Consider the tile size when designing your
112112rendering algorithm. For example, if you know the tile size is 16x16, you
113- might organize your data or algorithms to work efficiently with that size.Ok
113+ might organize your data or algorithms to work efficiently with that size.
114114
115115===== Memory Management
116116
@@ -183,9 +183,9 @@ Proper depth testing is crucial for TBR performance:
183183
184184* *Avoid Operations That Disable Early-Z*: The following operations can prevent effective early depth testing:
185185 - Using the discard instruction in fragment shaders
186- - Writing to gl_FragDepth explicitly
186+ - Writing to gl_FragDepth (GLSL) SV_Depth (slang) explicitly
187187 - Using storage images or storage buffers
188- - Using gl_SampleMask
188+ - Using gl_SampleMask (GLSL explicit way to turn on/off specific pixels)
189189 - Enabling both depth bounds and depth write
190190 - Enabling both blending and depth write
191191
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