TomCooksey
Still Fresh
- Joined
- Apr 3, 2008
- Messages
- 63
I was wondering, what clock speed does the SGX run at? Reading what little info I could find, it seems the SGX has basically 2 clocks: One for the interface (I assume this is the memory bus?) and an internal clock. The internal clock is derrived from the interface clock via a multiplier. So, does anyone have any idea what a) the interface clock is, B) what the multiplier is and c) what the final SGX internal clock will be?
This leads me onto the second question...
What's the relationship between clock-speed and shader execution speed? I realise this is probably a very complex topic, but I'm curious what the architecture is. Looking at the block-diagram, it seems the SGX has multiple execution units - does anyone know how many the OMAP3530's SGX has? Do these execution units execute 1 shader instruction per clock cycle?
Assuming the tile-based defferred rendering magic is perfect and there's no transparency, there will be one fragment being processed per pixel on the screen or 384000 fragments being processed per frame. If we know the number of clock cycles each shader instruction takes to execute, how many instructions are in our shader program and we know how many execution units there are, surely we can work out a ball-park figure for how fast the thing is?
This leads me onto the second question...
What's the relationship between clock-speed and shader execution speed? I realise this is probably a very complex topic, but I'm curious what the architecture is. Looking at the block-diagram, it seems the SGX has multiple execution units - does anyone know how many the OMAP3530's SGX has? Do these execution units execute 1 shader instruction per clock cycle?
Assuming the tile-based defferred rendering magic is perfect and there's no transparency, there will be one fragment being processed per pixel on the screen or 384000 fragments being processed per frame. If we know the number of clock cycles each shader instruction takes to execute, how many instructions are in our shader program and we know how many execution units there are, surely we can work out a ball-park figure for how fast the thing is?