Tag Archives | SDK

The latest PowerVR SDK v3.4 and tools are live!

       

PowerVR SDK v3.4 is the latest release that we are deploying this year. Key features include the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full […]

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New PowerVR Graphics SDK and tools tutorials are now available online

    

For those of you who are not familiar with Imagination, we are the leading provider of GPUs in mobile, having shipped in over a billion devices, from smartphones, tablets and wearables to smart TVs, set-top boxes and other embedded platforms. Our PowerVR SGX and Rogue families have been used by semiconductor vendors like Allwinner, Intel, […]

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Here are eight PowerVR Graphics SDK tutorials for game developers

      

In anticipation of our PowerVR Graphics SDK v3.3 Release 2 launch, we’ve assembled a collection of videos to help new and existing PowerVR developers familiarize themselves with our tools and utilities. PVRGeoPOD The PVRGeoPOD overview video offers a concise explanation of the main functions of PVRGeoPOD — a 3D scene exporter tool that saves data […]

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PowerVR Graphics SDK v3.3 Release 2 is live!

      

The second release of the PowerVR Graphics SDK v3.3 is now available. We’ve built on our previous release to provide further support for OpenGL ES 3.1. For example, we’ve added an OpenGL ES 3.1 PC Emulation SDK for Windows and Linux, demonstrating new API features such as compute shaders. We have also added GLSL ES […]

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PowerVR Graphics SDK tools explained: PVRTune GUI basics

       

This blog post is about the PVRTune, the PowerVR hardware performance analysis tool included in the PowerVR Graphics SDK. Here I am going to cover the basics of the PVRTune GUI. The first blog post of this series can be found here: PowerVR Graphics SDK tools explained: Profiling a render with PVRTune. Connection box Placed […]

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PowerVR Graphics SDK tools explained: Profiling a render with PVRTune

     

This blog post is about PVRTune, the PowerVR hardware performance analysis tool included in the PowerVR Graphics SDK. PVRTune collects performance data in real-time to get a very detailed view of what is the GPU doing (again, in real time). This helps you identify the bottlenecks in your render, regardless of how obscure they might […]

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PVRMonitor - download

PowerVR Graphics SDK tools explained: Introducing PVRMonitor

         

This blog post is dedicated to PVRMonitor, our newest hardware profiling tool for Android devices. PVRMonitor displays real-time CPU and GPU performance data as bar graphs (where a low load is green and a high load is red) in a persistent overlay on top of all the other windows. This is done using Android’s Hardware […]

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Introducing the PowerVR Insider Feedback system

   

Since its release, our PowerVR Graphics SDK and Utility roadmap has always been strongly influenced by the developers that use it – both indie and AAA. We’ve collected feedback over email, on the forums and, of course, in person! The downside is we have a very good understanding of a specific developer’s requirements, but not […]

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Understanding OpenGL ES: Multi-thread and multi-window rendering

     

As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand for complex interactions with the graphics driver has increased. In this blog post, I’ll discuss what multi-thread and multi-window rendering means to developers, and I’ll describe if and when these […]

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PVRScope: example

PowerVR Graphics SDK tools explained: Getting started with PVRScopeStats

    

For this blog post I will assume that you are somewhat familiar with the PowerVR architecture and even played a bit with PVRTune, our GPU profiler. PVRScopeDeveloper is included in our public PowerVR Graphics SDK. It is distributed as a set of headers (.h) and a static library (.a) for every major architecture. PVRScope overview […]

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