I was talking about a technique where deferred rendering, GPU is used in modern PS3 games to render surface normals, material index, Z-buffer, texture color, etc. in a buffer. Typically 128 bits per pixel.
This buffer is then DMA transferred to SPUs, where final lighting and fragment shading is performed.
Final step is to transfer 32-bit RGB data back to GPU's frame buffer for displaying.
This buffer is then DMA transferred to SPUs, where final lighting and fragment shading is performed.
Final step is to transfer 32-bit RGB data back to GPU's frame buffer for displaying.
Here's a link about one implementation: http://www.slideshare.net/DICEStudio/spubased-deferred-shadi...