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* ISP FPU block then converts all incoming primitives into triangles (including lines and point sprites), before generating the necessary plane equations required for rasterization and depth comparison.
* ISP FPU block then converts all incoming primitives into triangles (including lines and point sprites), before generating the necessary plane equations required for rasterization and depth comparison.
* ISP block will conduct hidden surface removal for the tile, using dedicated on-chip tile depth / stencil /mask memory. This greatly reduces the memory bandwidth required for depth/stencil tests; even reducing it to zero if the depth/stencil values are no longer needed in future passes or the current scene. The ISP block is additionally responsible for initializing the tile (loading depth/stencil /mask values from memory if required), multi-sampling, visibility tests and updating the depth /stencil /mask buffer in memory (if required).
* ISP block will conduct hidden surface removal for the tile, using dedicated on-chip tile depth / stencil /mask memory. This greatly reduces the memory bandwidth required for depth/stencil tests; even reducing it to zero if the depth/stencil values are no longer needed in future passes or the current scene. The ISP block is additionally responsible for initializing the tile (loading depth/stencil /mask values from memory if required), multi-sampling, visibility tests and updating the depth /stencil /mask buffer in memory (if required).
=== TSP ===
The TSP – Texture and Shader setup Processor – accepts groups of visible 2x2 pixel blocks (known as spans) from the ISP and performs the necessary setup for texturing and fragment shading to proceed.
The TSP consists of the following two sub-blocks, described in processing stage order:
* TSP Parameter Fetch block first fetches vertex position, color, and texcoord attributes from memory for visible primitives; these are the vertex program outputs stored in primitive blocks during tiling. Once read from memory, this vertex data is stored in a dedicated cache to reduce memory bandwidth (that is, when vertices are shared amongst primitives). Additionally the TSP Parameter Fetch block fetches state information for visible primitives, which is forwarded to the PDS to setup fragment processing of spans.
* TSP FPU block then uses the vertex data fetched by the TSP Parameter Fetch block to perform triangle setup. Like the ISP FPU, it first converts all primitives (including lines and point sprites) into triangles and then generates plane equations (per required vertex attribute), which are forwarded to the iterator (TITR and UITR) blocks.


=== UITR ===
=== UITR ===
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