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PowerVR Low Level GLSL Optimisation
PowerVR Low Level GLSL Optimisation
  • General Overview
    • PowerVR Rogue
      • Writing Expressions in MAD Form
      • Division
      • Sign
      • Reciprocal, RSqrt, and Sqrt
      • Abs, Neg, and Saturate
    • PowerVR Volcanic
      • Writing Expressions in MAD Form
      • Writing Expressions in FMAD Form
      • Division
      • Sign
      • Reciprocal, RSqrt, and Sqrt
      • Abs, Neg, and Saturate
  • Transcendental functions
    • PowerVR Rogue
    • PowerVR Volcanic
  • Intrinsic functions
    • PowerVR Rogue
    • PowerVR Volcanic
  • FP16 overview
    • FP16 Precision and Conversions
    • FP16 SOP/MAD Operation
    • Exploiting the SOP/MAD FP16 Pipeline
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General OverviewΒΆ

The effectiveness of these optimisations may vary depending on the exact compiler architecture used. It is always worth checking if optimisations result in a performance improvement on the target platform. Throughout the document there are examples of USC instructions the GLSL code compiles to.

This document is based on the following:

Low-Level Thinking in High-Level Shading Languages, by Emil Persson.

Low-Level Shader Optimisation for Next-Gen and DX11, by Emil Persson.

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