Next-Gen iPhone & iPhone Nano Speculation

The Exynos 5420 is also supposed to have some dedicated SRAM for GPU and memory interface. Given that the SRAM for the A7 is also in direct vicinity of those blocks, they might be correlated in function.
 
A nice-sized chunk of SRAM would be useful to a lot of the processor sub-systems, though I'm not sure any of the included designed cores would call for it (maybe the ISP for the camera processing.) Dedicating it as the workspace for matching the fingerprint data pulled from storage would seem wasteful, but I suppose it's the kind of flexibility Apple would have when they build a device from top to bottom. I'm not sold on the theory right now, though.

Their labeling of the GPU blocks as cores is a bit annoying. Rogue clusters don't have all the necessary functionality to operate as independent GPUs, so that "shared digital logic" is the GPU core as much as any other part is.
 
The Exynos 5420 is also supposed to have some dedicated SRAM for GPU and memory interface. Given that the SRAM for the A7 is also in direct vicinity of those blocks, they might be correlated in function.

Associated with the frame buffer compression logic?

A nice-sized chunk of SRAM would be useful to a lot of the processor sub-systems, though I'm not sure any of the included designed cores would call for it (maybe the ISP for the camera processing.) Dedicating it as the workspace for matching the fingerprint data pulled from storage would seem wasteful, but I suppose it's the kind of flexibility Apple would have when they build a device from top to bottom. I'm not sold on the theory right now, though.

Their labeling of the GPU blocks as cores is a bit annoying. Rogue clusters don't have all the necessary functionality to operate as independent GPUs, so that "shared digital logic" is the GPU core as much as any other part is.

Technically it should call all of it one core and the highlighted parts the clusters :D

I find it interesting how spread out the SDRAM interfaces are, on the whole.
 
GPU is taking around 30% more die area (normalised for chip process) than the GPU in the A6.

Pretty impressive for a x3.7 improvement in GL2.7 and nearly x2 fillrate.

In fact its around 20% smaller than the A6x GPU, and still comfortably outperforms it.

All we need now is a nice power comparison test by anandtech.
 
In fact its around 20% smaller than the A6x GPU, and still comfortably outperforms it.

The transistor density is likely way higher on the A7 GPU vs. the A6X GPU. And the performance difference between the two GPU's is neglible in GFXBench 2.5, although there is ~ 30% performance improvement in GFXBench 2.7 IIRC (albeit still at framerates that are not yet smooth and playable). Still a very impressive SoC all things considered.

On a side note, something was holding the A6 GPU back in GFXBench 2.7 because it's framerate was only 1/3 that of the A6X GPU.
 
Associated with the frame buffer compression logic?



Technically it should call all of it one core and the highlighted parts the clusters :D

I find it interesting how spread out the SDRAM interfaces are, on the whole.

Just to confirm, we are looking at a dual-channel memory configuration, that has been spread out around the SoC, rather than a quad-channel setup?
 
One downside is that if you want to take advantage of 64 bits features, your app won't be able to support iOS 6 (or earlier versions).
 
That's not that much of a disadvantage in apple's ecosystem... Figures released recently indicate that a week after iOS7 launched its webshare of internet traffic was at ~57% IIRC. After ONE WEEK... What's android's uptake after one week? :p

Historically, within a few months the new OS will have propagated to 90+ percent of users.
 
That's not that much of a disadvantage in apple's ecosystem... Figures released recently indicate that a week after iOS7 launched its webshare of internet traffic was at ~57% IIRC. After ONE WEEK... What's android's uptake after one week? :p

Historically, within a few months the new OS will have propagated to 90+ percent of users.

Does upgrading to iOS 7 make the A5 & A6s in all those iPad 2,3 & 4, iPhone 4,4s & 5 transform into 64-bit SoCs?
 
Yes, apple said this compile option would be available soon.
https://developer.apple.com/library...roduction.html#//apple_ref/doc/uid/TP40013501

Xcode can build your app with both 32-bit and 64-bit binaries included. This combined binary requires a minimum deployment target of iOS 7 or later. If you have an existing app, you should first update your app for iOS 7 and then port it to run on 64-bit processors. By updating it first for iOS 7, you can remove deprecated code paths and use modern practices. If you are creating a new app, target iOS 7 and compile 32-bit and 64-bit versions of your app.

Note: A future version of Xcode will let you create a single app that supports the 32-bit runtime on iOS 6 and later, and that supports the 64-bit runtime on iOS 7.
To clarify, you can already develop 32-bit/64-bit fat binaries for iOS 7. What's coming, supposedly next month, is building 32-bit/64-bit fat binaries supporting both iOS 6 and 7.
 
I don't know how accurate this guys measurements are for the baytrail CPU and GPU IP, but assuming they are accurate, they are interesting comparative comments regarding A7.

http://investorshub.advfn.com/boards/read_msg.aspx?message_id=92266257

I'm assuming he has identified the large block uppermost in the baytrail die shot as being the gpu.

He gets Baytail GPU @18.4mm2 against A7 GPU @14mm2 (normalised for 22nm).

Thats a 25%+ smaller gpu (or baytrail being 30% larger, take your pick), with better performance, working within the power budget of a handheld device, versus one working within a tablet power budget.

Factually he states that baytrail would have xtra die space due to supporting DX11 which is correct, but also implies that the A7 isn't es3.0 compliant, which is wrong.
 
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So what do they call their G6430 implementation in the A7?
https://developer.apple.com/library...html#//apple_ref/doc/uid/TP40013599-CH106-SW1

Since the introduction of the original iPhone, Apple has continued to improve the GPU capabilities in new iOS devices. When you write an OpenGL ES app, you need to understand the specific limits of each device you app runs on. Currently, three distinct GPU families are in common use:

The Apple A7 GPU
The PowerVR SGX 543 and 554 GPUs
The PowerVR SGX 535 GPU
The anti-climatic Apple A7 GPU.
 
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