The ARM® Mali-T880 Mobile GPU

Ian Bratt
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引用次数: 10

Abstract

This article consists of a collection of slides from the author's conference presentation. Mali-T880 Conclusion: Tile-based deferred rasterization with hierarchical tiling; Pipelined rendering, overlapping vertex processing and tiling from one frame, with fragment processing from the previous frame; Scalable from 1->16 shader cores, serving several markets; On-chip network enables ease of scalability; Integrated MMU and fixed-function Tiler; A pixel/cycle shader core serves as the fundamental building block, supporting simultaneous vertex and fragment shading; Designed from the ground up for power management; Multiple BW saving techniques, including Transaction Elimination, ARM Frame Buffer Compression, and Adaptive Scalable Texture Compression.
ARM®Mali-T880移动GPU
本文由作者在会议上的演讲幻灯片组成。结论:基于分层平铺的延迟光栅化;流水线渲染,重叠顶点处理和平铺从一帧,与片段处理从前一帧;可扩展从1->16着色器核心,服务于多个市场;片上网络易于扩展;集成MMU和固定功能贴片;像素/循环着色器核心作为基本构建块,支持同时顶点和片段着色;设计从地面到电源管理;多种BW保存技术,包括事务消除,ARM帧缓冲压缩和自适应可伸缩纹理压缩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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