Comment
Comment by Jasper_
Huh, I always thought tilers re-ran their vertex shaders multiple times -- once with position-only to do binning, and then again when computing for all attributes with each tile; that's what the "forward tilers" like Adreno/Mali do. That's crazy they dump all geometry to main memory rather than keeping it in pipe. It explains why geometry is more of a limit on AGX/PVR than Adreno/Mali.