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Programming the XPERIA Play GPU by Wolfgang Engel and Maurice Ribble  

2012-01-02 02:29:00|  分类: 手机 |  标签: |举报 |字号 订阅

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http://www.videogamecoder.com/author/wolfgang-engel-2/

 

Preface
This is a first draft of an article I co-author with Maurice Ribble from Qualcomm. The final article is going to be released in GPU Pro 3.

Introduction
The XPERIA has an Adreno 205, which is capable of one pixel, one texture, and four vec4 + scalar ALU instructions per clock. There is an increasing amount of mobile phones that sport this GPU now. The Adreno? 200 family of GPUs features a unified shader architecture that dynamically shares shader ALU and memory resources between the vertex and pixel shaders. This allows for dynamic allocation of workload between vertex and pixel shader tasks vs. having either the vertex or pixel shader hardware sit idle under a non-unified architecture. One additonal benefit of a unified shader architecture is that vertex shaders can access pixel shader features such as textures that are necessary to implement features such as displacement mapping and cloth animation. The following block diagram shows a GPU architecture with the shader unit located in the center.


Figure 1: Data flow in a Adreno 205 GPU

 

Wolfgang Engel :

Wolfgang Engel is the CTO/CEO & Co-Founder of Confetti Special Effects Inc., a think-tank for advanced real-time graphics research for the video game and movie industry. Previously he worked for more than four years in Rockstar's core technology group as the lead graphics programmer. His game credits can be found at http://www.mobygames.com/developer/sheet/view/developerId,158706/. He is the editor of the ShaderX and GPU Pro books, the author of several other books and speaks on graphics programming on conferences world-wide. He is a MVP DirectX since July 2006 and active in several advisory boards in the industry. He also teaches at UCSD the class “GPU Programming”. You can find him on twitter at wolfgangengel Confetti's website is www.conffx.com

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