Iphone4 use SGX545, and this GPU graphics boost over the current SGX535 in the iPhone 3GS: up from 28 million polygons per second to 40 million in SGX545.
This Gpu run:
DirectX10.1 API support
Enhanced support for DirectX10 Geometry Shaders
DirectX10 Data assembler support (Vertex, primitive and instance ID generation)
Render target resource array support
Full arbitrary non power of two texture support
Full filtering support for F16 texture types
Support for all DirectX10 mandated texture formats
Sampling from unresolved MSAA surfaces
Support for Gamma on output pixels
Order dependent coverage based AA (anti-aliased lines)
Enhanced line rasterisation
SGX545 was also designed to deliver full profile OpenCL 1.0 capabilities, with advanced features including:
Support of round-to-nearest for floating-point math
Full 32-bit integer support (includes add, multiply and divide)
64-bit integer emulation
3D texture support
Support for the maximum 2D and 3D image sizes specified in the full profile.
Inside POWERVR SGX545
USSE (Universal Scalable Shader Engine), the main programmable processing unit within each POWERVR SGX545 pipeline, is a scalable multi-threaded GPU shader processing engine that efficiently processes graphics as well as many other mathematically-intensive tasks. USSE can be programmed using the GLSL language that forms part of the OpenGL ES 2.0 specification, or in the C-based parallel processing language used in the OpenCL specification – both APIs from the Khronos Group.
POWERVR SGX545 delivers the broadest range of graphics API feature sets in the industry, while also enabling developers to gain greater access to the full capabilities of the USSE-powered GP-GPU in a broad range of applications including digital imaging, video processing, game physics, cryptography, and other general computing tasks that can benefit from parallel processing.
Questa risposta è stata utile?