http://www.imgtec.com/News/Release/index.asp?NewsID=547
Let's recap: so far Renesas and Texas Instruments.
Plus 3 unnamed - likely to be Sony, Intel and Apple.
This seems more like Intel than the 543,
digitimes have just posted a press release from IMG regarding SGX544MP.
The main difference is that it has:-
"support for DirectX 9 Feature Level 3 with hardware acceleration"
SGX543MP never mentioned DX9 support.
It appears that Digitimes posted ahead of the official press date, as the PR isn't even on IMG's own website.
http://www.digitimes.com/news/a20100609PR201.html
The family incorporates the second-generation Universal Scalable Shader Engine
(USSE2™), with a feature set that exceeds the requirements of OpenGL 2.0 and
Microsoft Shader Model 3, enabling 2D, 3D and general purpose (GP-GPU) processing
in a single core.
Gpu accelerated browsing is avalaible to which class of GPU, I mean does it need to be direct11 compliant?Why would anyone care for DX9 in 2010, even in the embedded space.
Besides, I thought 545 was DX10.1 capable.
Why would anyone care for DX9 in 2010, even in the embedded space.
Besides, I thought 545 was DX10.1 capable.
Gpu accelerated browsing is avalaible to which class of GPU, I mean does it need to be direct11 compliant?
Why would anyone care for DX9 in 2010, even in the embedded space.
Yep but from one side because the design is flexible enough to reach such heights and there's at least one of IMG's partners that has asked for something alike. Anything SGX520 up to 540 and 543MP are somewhere on the SM3.0+ level, while stuff from other IHVs aren't necessarily even on that level.Besides, I thought 545 was DX10.1 capable.
Perhaps in due course we will see a 545XT or perhaps not.
Whatever functionality separates the 535 from the 520 - 543 (I mean feature-wise, not an extra unit like the TMU) is probably the type of functionality that separates the 544 from the 543.
Direct3D 11 runtime introduces Direct3D 9, 10, and 10.1 "feature levels", compatibility modes which only allow the use of hardware features defined in the specified version of Direct3D. For Direct3D 9 hardware, there are three different feature levels, grouped by common capabilities of "low", "med" and "high-end" video cards; the runtime directly uses Direct3D 9 DDI provided in all WDDM drivers.
| 11_0 | 10_1 | 10_0 | 9_3 | 9_2 | 9_1
------------------------------+-------+----------+----------+---------+---------+------
Shader Model | 5.0 | 4.x | 4.0 | 2.0 | 2.0 | 2.0
Geometry Shader | Yes | Yes | Yes | No | No | No
Stream Out | Yes | Yes | Yes | No | No | No
Compute Shader | Yes | Optional | Optional | No | No | No
Hull and Domain Shaders | Yes | No | No | No | No | No
Texture Resource Arrays | Yes | Yes | Yes | No | No | No
Cubemap Resource Arrays | Yes | Yes | No | No | No | No
BC4/BC5 Compression | Yes | Yes | Yes | No | No | No
BC6H/BC7 Compression | Yes | No | No | No | No | No
Alpha-to-coverage | Yes | Yes | Yes | No | No | No
Extended Formats*(BGRA, etc.) | Yes | Optional | Optional | Yes | Yes | Yes
10-bit XR High Color Format | Yes | Optional | Optional | N/A | N/A | N/A
Max Texture Dimension | 16384 | 8192 | 8192 | 4096 | 2048 | 2048
Max Cubemap Dimension | 16384 | 8192 | 8192 | 4096 | 512 | 512
Max Volume Extent | 2048 | 2048 | 2048 | 256 | 256 | 256
Max Texture Repeat | 16384 | 8192 | 8192 | 8192 | 2048 | 128
Max Anisotropy | 16 | 16 | 16 | 16 | 16 | 2
Max Primitive Count | 2^32 | 2^32 | 2^32 | 1048575 | 1048575 | 65535
Simultaneous Render Targets | 8 | 8 | 8 | 4 | 1 | 1
Occlusion Queries | Yes | Yes | Yes | Yes | Yes | No
Separate Alpha Blend | Yes | Yes | Yes | Yes | Yes | No
Mirror Once | Yes | Yes | Yes | Yes | Yes | No
Overlapping Vertex Elements | Yes | Yes | Yes | Yes | Yes | No
Independent Write Masks | Yes | Yes | Yes | Yes | No | No
Instancing | Yes | Yes | Yes | Yes | No | No