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Gpu tagged news

ARM blog has a good tutorial on getting started with compute shaders. Compute shaders introduce GPU Compute from within the OpenGL® ES API; the same API and shading language which are used for graphics rendering. Now that compute shaders have been introduced to the API, developers do not have to learn another API in order to make use of GPU Compute.

Vivante Corporation announced multiple silicon partner integrations of its GC7000 Series GPU IP into SoCs targeting wearables, mobile, automotive, and 4K TV products. GC7000 will support the newly released OpenGL ES 3.1 API and hardware TS/GS/CS (tessellation / geometry / compute shader) extensions for Android. Integrated TS/GS/CS support puts the most advanced desktop 3D features in your hand bringing 4K rendering to the next level by adding even more stunning, fine-grained 3D detail and realism to game play, while lowering power and memory bandwidth.

Imagination Technologies has announced that an advanced GPU accelerated VP9 software decoder for its industry-leading PowerVR Series6 Rogue GPUs is available from Imagination’s strategic partner MulticoreWare. Developed in partnership with Google, the OpenCL based decoder supports playback of YouTube video at 1080p, 30fps, providing a low-power solution for HD video on devices such as mobile devices, tablets, connected TVs and other products. With this new decoder, existing products with PowerVR Series6 GPUs can now play VP9 generated content.

Squid Systems announced at Mobile World Congress the availability of its highly efficient HEVC decoder software for mobile devices. The Squid decoder software operates on popular mobile processors based on ARM Limited designs and on processors made by Intel Corporation, and includes OpenCL optimization to exploit the processing power of popular GPUs available on mobile processors.

Qualcomm has added the Snapdragon 610 and 615 chipsets to the Snapdragon 600 tier for high-end mobile computing devices. Both new chipsets integrate Qualcomm Technologies’ 3rd Generation LTE modem, supporting Category 4 data rates for new requirements such as LTE-Broadcast and LTE Dual SIM Dual Active (DSDA). The chipsets also feature Qualcomm Technologies’ Adreno 405 GPU which support the latest mobile graphics APIs like DirectX 11.2 and OpenGL ES 3.0 with added support of hardware accelerated geometry shading and hardware tessellationfor more detailed, realistic mobile games and visually stunning user interfaces. The Adreno 405 also supports Full Profile OpenCL for superior GPGPU compute, video and image processing.

The newly-released Kishonti GFXBench 3.0 is comprised of nearly all new tests, including battery, render quality, and the first serious OpenGL ES 3.0 performance metric. Newly introduced is the demanding Manhattan test, utilizing OpenGL ES 3.0-specific complex lighting, particles, and, most important, deferred shading. Tom’s Hardware has a complete rundown of GFXBench and the GFXBench website contains lots of results for various mobile devices.

The problem with disruption is that it’s so… disrupting. This is also what’s so attractive about it. The important question is what’s on the intended receiving end of that disruption. If it is your competitors’ business models and market positions, OpenCL provides a remarkable lever for achieving those objectives.

OpenCL Integrated Performance Primitives (OpenCLIPP) is a library providing processing primitives (image processing primitives in the first version) implemented with OpenCL for fast execution on dedicated computing devices like GPUs. It was designed to be simple to use and to have low overhead. Two interfaces are provided: C Interface similar to the Intel IPP and NVIDIA NPP libraries and C++ Interface. An OpenCL SDK is required to build the library.

OpenCL.NET is a .NET library, providing full API bindings for the OpenCL standard. Using GPU acceleration and OpenCL.NET, it is possible to achieve great performance in .NET based applications. CLFORTRAN aims to simplify integration of GPU resources for scientific computing in various fields of science that heavily relies on Fortran codes.

In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. Good news for developers targeting PowerVR-based hardware is that all our PowerVR Rogue GPUs are designed to meet the specifications of the OpenGL ES Next API. This means that any device with a PowerVR Series6, Series6XT or Series6XE graphics core will be able to support OpenGL ES Next, once conformance is achieved.