Jump to content
  • Advertisement
  • 10/24/19 04:06 PM

    Optimising Shaders with PowerVR GPUs


    • Posted By khawk

    Imagination Technologies has posted a brief tutorial on how to optimize flow control and branching in your shaders for the PowerVR GPU. PowerVR hardware supports flow control in both vertex and fragment shaders by default, without having to explicitly enable any extensions.

    The tutorial provides an introduction to flow control using a Gaussian Blur as an example, before providing recommendations for PowerVR GPUs, including:

    • Avoid using discard in conditional branches
    • Avoid sampling textures in conditional branches
    • Try to use branching to skip unnecessary operations

    The tutorial also discusses how to optimize shaders for OpenGL ES 3.0 using the GL_EXT_shader_group_vote extension.

    Check out the full guide here.

      Report Story

    User Feedback

    There are no comments to display.

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!