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      Latest reply on Feb 11, 2019 9:26 AM by piezas
      piezas Level 1 Level 1 (0 points)

        Does anyone have an example of how to perform an optimized write to an MTLTexture that is prive and internally tiled for performance?


        A simple fragment that writes RGBA8 to full screen tex may take 800us or so.  I have a compute function that does the same into a buffer in 150us or so with its own memory performant tiling (same overall memory size). 


        I was hoping there would be a way to write in a tile friendly way directly to the tex (if internal tile size, etc are known).