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Adreno-5xx.md

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Examples

  • 504, 505, 506, 510 with LPDDR3

  • 508, 509 with LPDDR4

  • 512, 530, 540 with LPDDR4X

  • Oculus Quest (Adreno 540)

  • Oculus Go (Adreno 530)

References

  1. Mesa driver details
  2. Inside Qualcomm’s Adreno 530
  3. Correction on Qualcomm iGPUs
  4. Vulkan features for Adreno 540
  5. Game Developer Guides, [webarchive]
  6. Adreno 505 Benchmarks

Notes

  • 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.

  • Starting on A5X GPUs, an LRZ pass happens in binning and can discard tile wide contributions. [5]

  • On A5X, GPUs push constants are not recommended. [5]

  • On A5X GPUs, one (1) texture per fragment at full rate is equivalent to 16 full precision ALUs. [5]

  • 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]