Another round of IP never transferring into products :/
Off the top of my head I never saw a A series product, or a Furian product ? I've seen a B series in a risc V soc, Series 8 / Rogue midrange in the multiple Helio SoC recently, but it's prety light.
My bad if my first post was too cliché or plain wrong. I love PowerVR and theirs techs, but most of the time I don't see the annoncements translating into a product I can see bench of, review, or even my hands on.
Imagination's architecture (since 8XT) has the unusual ability to have multiple workgroups per warps/tasks if the workgroup is less than the warp size, each with their own separate local memory (i.e. this is all hardware, not a software hack based on recompiling the shader). Similarly, many triangles can be part of the same warp in 3D rendering, so small triangles typically doesn't reduce warp occupancy much if at all. I'm pretty sure that's documented in some public documents for developers somewhere although I have no idea where exactly.I wonder about their 128 wide warps/tasks.
Does that mean a workgroup has to be at least 128 threads wide to avoid idle threads? That's much more from the 32/64 number we're used at. Seems much harder to saturate if so.
Improved rounding support amongst others?: https://blog.imaginationtech.com/powervr-gpu-the-mobile-architecture-for-compute/I wonder what is missing from the BXT line to support DX11. And what is missing from the DXD to support DX12, which is a pretty "old" api by now.
Improved rounding support amongst others?: https://blog.imaginationtech.com/powervr-gpu-the-mobile-architecture-for-compute/
I posted it with a question mark, meaning take it with a grain of salt; it was at least the status when Rogue first appeared; I heard a rumor back then that with whatever they skipped and limited their architecture to DX10.0 compliance down from DX11.x meant a rough 50% of area saving per ALU. Considering quite a few IP variants (starting with Series7 I think) had a ff tessellation hw unit and supported tessellation, I doubt they needed anything else for Android.10 years later, I'm surprised it's still a "trade off" choice to implement without hitting the power budget a lot. But thx for the info !
There doesn't seem to be much stopping them in terms of missing features or capabilities to minimally advertise support for D3D11/12. What's needed to make them *useful* for those APIs is a somewhat different subject. They just need to implement a better geometry pipeline that's more robust against geometry shaders/tessellation/stream output and it would be nice if they added immediate mode rendering functionality just like Qualcomm Adreno's FlexRender technology to avoid the explicit cost of render pass resets. Deferred renderers on console/PC games are composited in a way to do many fullscreen passes over the course of rendering a frame but that inherently causes render pass resets which doesn't go down well with tile-based rendering architectures constantly flushing their tile memory ...I wonder what is missing from the BXT line to support DX11. And what is missing from the DXD to support DX12, which is a pretty "old" api by now.
I think there have been some steps for open source drivers, but I haven't read much into it. https://blog.imaginationtech.com/imagination-and-our-commitment-to-open-sourceIts been a minute for me since I last commented on IMG
As I recall many MANY moons ago, IMG had a systemic issue with microsoft driver support, they just didn't have the resources/impetus/wherewithall to have stable drivers for windows. And then there was the ongoing saga of the developer community shouting that they would not open source other drivers.
I wonder has anything changed ?