dflemstr
It's a ball.
We all know that the SGX supports OGLES 2.0 and therefore shaders.
Now, we have talked previously about polygons per second and other performance statistics, but never really about the raw number crunching capabilities of the chip.
I intend to create some graphics applications for the Pandora myself that uses shaders extensively (what I have in mind right now is a 6-pass depth-of-field-effect fullscreen shader using 6 textures/FBOs for instance), so this is why I'm asking.
So, to anyone who has had any experience with this chip:
- What can we expect that the chip would manage when it comes to shaders in general?
- Are there any limitations on how many can be loaded at once?
- Are there any issues with having too long fragment programs (with loops or too many if-clauses etc, you all know what I mean)?
- How many textures (uniform sampler2D) can you bind to a shader at once?
- Does anyone have an idea about how many "fullscreen" shaders (aka shaders applied to a 800x480 scene-rendered-to-texture) of reasonable complexity (say, with around 20 instructions) the chip would manage (chained in order) while still not having too huge an impact on FPS?
Now, we have talked previously about polygons per second and other performance statistics, but never really about the raw number crunching capabilities of the chip.
I intend to create some graphics applications for the Pandora myself that uses shaders extensively (what I have in mind right now is a 6-pass depth-of-field-effect fullscreen shader using 6 textures/FBOs for instance), so this is why I'm asking.
So, to anyone who has had any experience with this chip:
- What can we expect that the chip would manage when it comes to shaders in general?
- Are there any limitations on how many can be loaded at once?
- Are there any issues with having too long fragment programs (with loops or too many if-clauses etc, you all know what I mean)?
- How many textures (uniform sampler2D) can you bind to a shader at once?
- Does anyone have an idea about how many "fullscreen" shaders (aka shaders applied to a 800x480 scene-rendered-to-texture) of reasonable complexity (say, with around 20 instructions) the chip would manage (chained in order) while still not having too huge an impact on FPS?