How do PowerVR SGX handle ddx/ddy?

As for DX11, it'd be really helpful if the API had some way of basically giving us a bounding box for expansion (which would help a nice handful of things in the hardware and software), but we're not really hampered by the current state of play. The hardware has some specific changes to the execution model just for this stuff, and geometry is processed almost completely differently to SGX when tessellating.

Thanks Rys, I'll be very interested to know what product you are talking about.

The hardware has some specific changes to the execution model just for this stuff

Sounds like tessellation was handled by shader unit.

geometry is processed almost completely differently to SGX when tessellating.
Sounds like you are not streaming out the mesh parameter buffers.
 
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