I've been mulling this over, and I'm uncertain if that isn't mixing two different levels of abstraction.
The WDDM description is for a general model provided by the system to software, and it would be applicable to a wide range of hardware--from discrete cards to APUs like Kaveri. Because it applies just as much to Kaveri as others, I don't know if we can use the description of WDDM to find a distinction between Durango and Orbis.
The hardware basis is still highly common between the two, as even Trinity supports IOMMU functionality.
The IoMmu mode may expose more of the IOMMU to software, but that may not mean that the IOMMU is not used in the GpuMmu case. GpuMmu has much more documented, and includes what services the system provides for abstracting away certain resource management actions. How the services are implemented may include hardware methods for accelerate mapping and transferring allocations, which an IOMMU can help with. Certain elements like user space queues have come about for AMD hardware because the GPU is now properly interfaced with the virtual memory system, which the IOMMU enables.
While the PS4's structure is not as well-documented, some level of abstraction and GPU memory management should be there as well. Various game presentations point out the GPU and system memory allocations, so not everything is treated as flatly as IoMmu mode would suggest.
The WDDM description is for a general model provided by the system to software, and it would be applicable to a wide range of hardware--from discrete cards to APUs like Kaveri. Because it applies just as much to Kaveri as others, I don't know if we can use the description of WDDM to find a distinction between Durango and Orbis.
The hardware basis is still highly common between the two, as even Trinity supports IOMMU functionality.
The IoMmu mode may expose more of the IOMMU to software, but that may not mean that the IOMMU is not used in the GpuMmu case. GpuMmu has much more documented, and includes what services the system provides for abstracting away certain resource management actions. How the services are implemented may include hardware methods for accelerate mapping and transferring allocations, which an IOMMU can help with. Certain elements like user space queues have come about for AMD hardware because the GPU is now properly interfaced with the virtual memory system, which the IOMMU enables.
While the PS4's structure is not as well-documented, some level of abstraction and GPU memory management should be there as well. Various game presentations point out the GPU and system memory allocations, so not everything is treated as flatly as IoMmu mode would suggest.