Considerations
The A7 GPU processes all floating-point calculations using a scalar processor, even when those values are declared in a vector. Proper use of write masks and careful definitions of your calculations can improve the performance of your shaders. For more information, see “Perform Vector Calculations Lazily” in OpenGL ES Programming Guide for iOS.
Medium- and low-precision floating-point shader values are computed identically, as 16-bit floating point values. This is a change from the PowerVR SGX hardware, which used 10-bit fixed-point format for low-precision values. If your shaders use low-precision floating point variables and you also support the PowerVR SGX hardware, you must test your shaders on both GPUs.
The Apple A7 GPU does not penalize dependent-texture fetches.
Always use framebuffer discard operations when your framebuffer contents are no longer needed. The penalty for not discarding framebuffers is higher than it was on earlier GPUs. For best results, use the GLKView class; it automatically implements framebuffer discard operations.
Supported OpenGL ES 2.0 Extensions
Considerations
The A7 GPU processes all floating-point calculations using a scalar processor, even when those values are declared in a vector. Proper use of write masks and careful definitions of your calculations can improve the performance of your shaders. For more information, see “Perform Vector Calculations Lazily” in OpenGL ES Programming Guide for iOS.
Medium- and low-precision floating-point shader values are computed identically, as 16-bit floating point values. This is a change from the PowerVR SGX hardware, which used 10-bit fixed-point format for low-precision values. If your shaders use low-precision floating point variables and you also support the PowerVR SGX hardware, you must test your shaders on both GPUs.
The Apple A7 GPU does not penalize dependent-texture fetches.
Always use framebuffer discard operations when your framebuffer contents are no longer needed. The penalty for not discarding framebuffers is higher than it was on earlier GPUs. For best results, use the GLKView class; it automatically implements framebuffer discard operations.
Supported OpenGL ES 2.0 Extensions
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