Opengl es 2.0

Pages: 46 (11498 mots) Publié le: 14 mars 2011
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POWERVR SGX OpenGL ES 2.0 Application Development Recommendations

Copyright © 2009, Imagination Technologies Ltd. All Rights Reserved. This document is confidential. Neither the whole nor any part of the information contained in, nor the product described in, this document may be adapted or reproduced in any material form except with the writtenpermission of Imagination Technologies Ltd. This document can only be distributed to Imagination Technologies employees, and employees of companies that have signed a Non-Disclosure Agreement with Imagination Technologies Ltd.

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POWERVR SGX.OpenGL ES 2.0 Application Development

Recommendations.mht Version Issue Date Author : : : 1.1f (POWERVR SDK 2.05.25.0295) 27 Jan 2009 POWERVRPOWERVR SGX

1

Revision 1.1f

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Contents
1. Introduction .................................................................................................................................4 1.1. What’s new? .......................................................................................................................4 1.1.1. Vertex and fragmentShaders ..................................................................................4 1.1.2. Unified Shader Architecture .....................................................................................4 1.1.3. Multiple Precisions and Scalar Processing ..............................................................4 1.1.4. New TextureFormats...............................................................................................5 1.1.5. Stencil Buffer ............................................................................................................5 1.1.6. Improved Anti-Aliasing .............................................................................................5 1.2. What’s not-so-new (but important)?...................................................................................5 1.2.1. Perfect Hidden Surface Removal.............................................................................5 1.2.2. Designed for Efficiency and Low Power Consumption ............................................5 1.2.3. Massive Depth/Stencil Fillrate ..................................................................................5 GoldenRules...............................................................................................................................6 Optimisation Strategies..............................................................................................................7 3.1. SGX Hardware Architecture ...............................................................................................7 3.2. CPU....................................................................................................................................8 3.3. Memory Bus........................................................................................................................8 3.4. Vertex Shader (USSE) .......................................................................................................8 3.4.1.Vertex Processing FIFO ...........................................................................................8 3.5. Tiling Co-Processor ............................................................................................................8 3.5.1. Clipping and Culling .................................................................................................8 3.5.2. Tiling.........................................................................................................................8 3.6. Image Synthesis Processor (ISP).......................................................................................9 3.6.1. Setup ........................................................................................................................9 3.6.2. Z-Load/Store...
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