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Introduction to PowerVR for Developers
Introduction to PowerVR for Developers
  • Introducing PowerVR
  • History of PowerVR
  • Modern GPUs
    • How Does a GPU Differ From a CPU?
    • Parallelism
    • Vector and Scalar Processing
  • PowerVR Architecture Overview
    • The PowerVR Advantage
    • Tile-Based Deferred Rendering (TBDR)
      • Vertex Processing (Tiler)
      • Per-Tile Rasterization (Renderer)
      • Further TBDR Details
    • Hidden Surface Removal Efficiency
    • Unified and non-unified shader architectures
  • Optimising for PowerVR
    • Do Understand the Target Device
    • Do Profile the Application
    • Do Not Use Alpha Blend Unnecessarily
    • Do Perform Clear
    • Do Not Update Data Buffers Mid-Frame
    • Do Use Texture Compression
    • Do Use Mipmapping
    • Do Not Use Discard
    • Do Not Force Unnecessary Synchronisation
    • Do Move Calculations ‘Up the Chain’
    • Other Considerations When Optimising for PowerVR
      • Do Group Per Material
      • Do Not Use Depth Pre-pass
      • Do Prefer Explicit APIs
      • Do Prefer Lower Data Precision
      • Do Use All CPU Cores
      • Do Use Indexed Lists
      • Do Use Level of Detail (LoD)
      • Do Use On-chip Memory Efficiently for Deferred Rendering
  • Glossary
  • Further Information
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