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504, 505, 506, 510 with LPDDR3
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508, 509 with LPDDR4
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512, 530, 540 with LPDDR4X
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Oculus Quest (Adreno 540)
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Oculus Go (Adreno 530)
- Mesa driver details
- Inside Qualcomm’s Adreno 530
- Correction on Qualcomm iGPUs
- Vulkan features for Adreno 540
- Game Developer Guides, [webarchive]
- Adreno 505 Benchmarks
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Has low resolution Z pass: [1]
"During the binning pass, a low resolution Z-buffer is constructed, and can reject LRZ-tile wide contributions to boost binning performance. This LRZ is then used during the rendering pass to reject pixels efficiently before testing against the full resolution Z-buffer." -
Has forward pass for fullscreen quad/triangle.
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Starting on A5X GPUs, an LRZ pass happens in binning and can discard tile wide contributions. [5]
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On A5X, GPUs push constants are not recommended. [5]
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On A5X GPUs, one (1) texture per fragment at full rate is equivalent to 16 full precision ALUs. [5]
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Adreno 660 core config:
- 48 ALU
- 650 MHz
- fp64: 15.6 gflops, 1/4 fp32
- fp32: 62.4 gflops
- fp16: 124.8 gflops, 2x fp32
Adreno 530:
- has 2 compute queues. [2]
- 1SP: 32x Fp32, 4x SFU; it means sqrt/sin/cos executes in 1/8 rate; int executed in 1/4 rate. [2]