PowerVR SGX535 Shader Performance (OpenGL ES 2.0)

允我心安 提交于 2019-11-28 21:33:19

http://www.imgtec.net/factsheets/SDK/POWERVR%20SGX.OpenGL%20ES%202.0%20Application%20Development%20Recommendations.1.1f.External.pdf

This documet should help you to optimize your shaders for maximum performance. Apple should provide similar information as well.

Imagination Technologies recently added Mac support for their PVRUniSCo compiler and PVRUniSCoEditor interactive shader editor. These can be downloaded for free as part of the PowerVR SDK. The compiler has support for both the PowerVR SGX 53x series as well as the 540 series in the iPad 2. Unfortunately, the editor runs as a clunky X11 application, but at least it works now.

The editor gives you line-by-line estimates of the number of GPU cycles required throughout your vertex or fragment shader, as well as more accurate best and worst case estimates of total cycles required.

I've been using it to profile my iOS shaders, and it has proven to be extremely useful in finding hotspots:

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