By: anon (anon.delete@this.anon.com), October 27, 2016 6:58 am
Room: Moderated Discussions
Ed (Nothing.delete@this.spam.com) on October 27, 2016 4:52 am wrote:
> David Kanter (dkanter.delete@this.realworldtech.com) on October 25, 2016 6:35 am wrote:
> > Ladies and Gentlemen,
> >
> > I have a new article for you.
> >
> > Previously, Apple’s iPhones and iPads used PowerVR GPUs from Imagination Technologies for graphics. Based
> > on our analysis, Apple has created a custom GPU that powers
> > the A8, A9, and 10 processors, shipping in the iPhone
> > 6 and later models, and some iPads. Using public documents,
> > we demonstrate that the programmable shader cores
> > inside Apple’s GPU are different from Imagination Technologies’
> > PowerVR and offer superior 16-bit floating-point
> > performance and data conversion functions. We further believe that Apple has also developed a custom shader
> > compiler and graphics driver. The proprietary design enables Apple to deliver best-in-class performance for
> > graphics, and other tasks that use the GPU, such as image processing and machine learning.
> >
> > http://www.realworldtech.com/apple-custom-gpu/
> >
> > I look forward to the discussion.
> >
> > David
>
> Actually this doesn't surprise me. While I could understand Apple sticking with x86 for compatibility reason
> on Mac, I dont understand why Apple hasn't scale up the GPU in iPhone to be used across whole range of Mac.
>
Pretty sure its because they don't support later dx or opengl API which a lot of software relies on. With their GPU additions they only support metal.
It would take a lot of effort to support the desktop API's that AMD/Nvidia GPU's rely on. Not only from the compiler team but also would probably involve changing the GPU architecture and addition of new fixed function pipelines which would move away from the initial design goals of having a mobile GPU with a high perf to power ratio.
> David Kanter (dkanter.delete@this.realworldtech.com) on October 25, 2016 6:35 am wrote:
> > Ladies and Gentlemen,
> >
> > I have a new article for you.
> >
> > Previously, Apple’s iPhones and iPads used PowerVR GPUs from Imagination Technologies for graphics. Based
> > on our analysis, Apple has created a custom GPU that powers
> > the A8, A9, and 10 processors, shipping in the iPhone
> > 6 and later models, and some iPads. Using public documents,
> > we demonstrate that the programmable shader cores
> > inside Apple’s GPU are different from Imagination Technologies’
> > PowerVR and offer superior 16-bit floating-point
> > performance and data conversion functions. We further believe that Apple has also developed a custom shader
> > compiler and graphics driver. The proprietary design enables Apple to deliver best-in-class performance for
> > graphics, and other tasks that use the GPU, such as image processing and machine learning.
> >
> > http://www.realworldtech.com/apple-custom-gpu/
> >
> > I look forward to the discussion.
> >
> > David
>
> Actually this doesn't surprise me. While I could understand Apple sticking with x86 for compatibility reason
> on Mac, I dont understand why Apple hasn't scale up the GPU in iPhone to be used across whole range of Mac.
>
Pretty sure its because they don't support later dx or opengl API which a lot of software relies on. With their GPU additions they only support metal.
It would take a lot of effort to support the desktop API's that AMD/Nvidia GPU's rely on. Not only from the compiler team but also would probably involve changing the GPU architecture and addition of new fixed function pipelines which would move away from the initial design goals of having a mobile GPU with a high perf to power ratio.