Every frame, the hardware processes submitted geometry data with the following steps:
- The execution of application-defined transformations, such as vertex shaders (Vertex Processing).
- The resulting data is then converted to screen-space (Clip, Project, and Cull).
- The Tile Accelerator (TA) then determines which tiles contain each transformed primitive (Tiling).
- Per-tile lists are then updated to track the primitives which fall within the bounds of each tile.
Each tile in the list contains primitive lists which contain pointers to the transformed vertex data. The tile list and the transformed vertex data are both stored in an intermediate store called the Parameter Buffer (PB). This store resides in system memory, and is mostly managed by the hardware. It contains all information needed to render the tiles.