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Merge remote-tracking branch 'origin/Simple-Game-Engine' into Simple-Game-Engine
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en/Building_a_Simple_Engine/Mobile_Development/04_rendering_approaches.adoc

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