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OMAP2/3<br />
POWERVR Graphics Overview<br />
Jay Lee<br />
Director of Sales<br />
Imagination Technologies
Imagination Techologies - Overview<br />
• Founded: 1985, Listed: 1994 - LSE: IMG<br />
Long experience in graphics, video,<br />
broadcast and communication<br />
Many technological firsts and awards<br />
Strong patent portfolio<br />
• Employees: more than 450 worldwide<br />
…of which >80% are engineers<br />
• Offices:<br />
HQ: UK<br />
R&D: UK, India, China<br />
Sales: EU, Japan, US, Taiwan,<br />
Korea<br />
• Revenues: £60.0M ($118M) (FY 2007/08)<br />
#4 silicon Design IP provider (Gartner)<br />
Plan to be among top 3
Business Model and Customers
Business Model and Customers
OMAP2 Overview<br />
• OMAP2420 includes POWERVR MBX + VGP for 2D/3D Graphics acceleration up to 83MHz<br />
• OMAP2430 includes POWERVR MBX Lite + VGP Lite for 2D/3D Graphics acceleration up to 83MHz
POWERVR MBX<br />
A Unique Technology<br />
• Key Features<br />
High functionality / High Performance /<br />
Low Power<br />
Deferred Texturing<br />
Screen Tiling – on-chip Frame/Z buffers<br />
Highly integrated 2D/3D<br />
Industry standard tool support<br />
Comprehensive OS/API support<br />
• Competitive Strengths<br />
Eliminates redundancy<br />
More performance per gate<br />
Minimizes external memory bandwidth<br />
Scalable solutions<br />
Delivers best price-performance<br />
Best performance per sq mm<br />
All 3 Surfaces Filled<br />
Deferred Texturing<br />
Conventional 3D<br />
Screen Tiling<br />
POWERVR<br />
Only Visible Surface Filled
POWERVR MBX Block Diagram<br />
Architecture & Data Flow Overview
OMAP3 Overview<br />
• OMAP3430 includes POWERVR SGX530 for 2D/3D Graphics acceleration up to 110MHz
OMAP4 Overview<br />
• TI OMAP4 contains POWERVR SGX540 for 2D/3D Graphics acceleration
POWERVR SGX<br />
A Unique Technology<br />
• Key Features<br />
Flexible Programmable Architecture<br />
Shader based technology (POWERVR Series 5<br />
Architecture)<br />
3D Graphics<br />
2D and advanced 2D Graphics<br />
Image processing<br />
Deferred Pixel Shading<br />
Screen Tiling<br />
- on-chip Stencil, Z and Frame buffers<br />
Multi-threaded shader execution<br />
High Performance with Low Power<br />
High latency tolerance<br />
Backward compatibility with POWERVR MBX<br />
for content<br />
Industry standard tool support<br />
Comprehensive OS/API support<br />
Scalable architecture<br />
Deferred Pixel Shading<br />
Conventional 3D<br />
All 3 Surfaces Filled<br />
Screen Tiling<br />
POWERVR<br />
Only Visible Surface Filled
POWERVR SGX Block Diagram<br />
Architecture & Data Flow Overview
POWERVR SGX Performance Comparison<br />
The POWERVR Tile Based Deferred Rendering Advantage<br />
Higher BW due to<br />
external memory accesses<br />
Higher BW due to<br />
lossy pointer compression<br />
Higher BW due to lack of<br />
patent protected TBDR features<br />
• WVGA, 32 Bits Frame Buffer, 32 Bits Depth/Stencil, 16 Bits Textures, 5 tessellated polygon layers with uniform triangle distribution, layers culled, 2 layers passing EarlyZ due to submission<br />
order, 1 layer passing on POWERVR, all layers dual textured, 32x16 Tiles. Simplified model using Molnar-Eyles formula illustrating the impact of patent protected architectural advantages<br />
of POWERVR TBDR
The Impact of Graphics Acceleration<br />
Software versus OpenGL ES 1.1 / 2.0 for Gaming & GUI<br />
Software<br />
“Basic”<br />
CPU Only<br />
OpenGL ES 1.1 Hardware<br />
“Impressive”<br />
POWERVR MBX & SGX<br />
OpenGL ES 2.0 Hardware<br />
“Approaching Photo Realistic”<br />
POWERVR SGX
POWERVR Software Stack Overview<br />
Market-leading mass-market proven approach<br />
GUI<br />
Middleware<br />
OpenGL<br />
ES 1.1<br />
Applications<br />
Gaming<br />
Middleware<br />
OpenGL<br />
ES 2.0<br />
Other<br />
Middleware<br />
EGL<br />
Service Layer<br />
OpenVG<br />
1.1<br />
POWERVR Graphics Hardware<br />
JAVA VM<br />
API Bindings<br />
PVR2D
POWERVR SGX Software Development<br />
POWERVR SDK & Dedicated Support Team<br />
• POWERVR Insider SDK for MBX and SGX IP Cores<br />
Available in public domain – no license fees or costs for developers<br />
Just download from www.powervrinsider.com and use without restrictions<br />
Market proven & tested by more than 9,500 developers world-wide<br />
OpenGL ES 1.1 SDK available since February 2005<br />
OpenVG 1.0 SDK available since February 2006<br />
OpenGL ES 2.0 SDK available to lead partners since August 2006<br />
Constant evolution based on developer feedback & licensee input<br />
Includes support for PC Emulation on Windows and Linux Desktop Platforms.<br />
Used as foundation for key products and developments<br />
Futuremark Game Engine & Benchmarks<br />
Khronos Conformance Tests development<br />
Integrated in leading middleware such as IdeaWorks3D Airplay, X-Forge, EDGELIB, ...<br />
• Platforms SDKs available for free download<br />
Available from TI Website: http://focus.ti.com/general/docs/wtbu/wtbugencontent.tsp?templateId=6123&navigationId=12700&contentId=27013<br />
SDK, Email support and on-line forum also available on www.powervrinsider.com
POWERVR Utilities<br />
Development Flow Overview
PVR GeoPOD<br />
POWERVR Geometry Export Plug-in<br />
Versions<br />
• Plug-In for 3D Studio Max and Maya<br />
Features<br />
• Optimises Data Order for POWERVR MBX or SGX<br />
• Exports to POWERVR Object Data Format (POD Files)<br />
• Supports Binary and C Header Formats<br />
• Multiple Triangle/Index Sorting Algorithms<br />
• Supports all Data Types<br />
including Float, Fixed, Bytes, Shorts, Etc.<br />
• Support for Bump Mapping Tangent coordinate system<br />
• Optimised Data Storage including “Instancing”<br />
• Key Frame & Skinning Animation Support<br />
• Matrix Palette Batching<br />
• Camera & Light Information and Animation<br />
• Loader source code provided in SDK<br />
Autodesk<br />
3D Studio Max<br />
Version 6, 7, 8 & Above<br />
Direct3D<br />
Direct3D Mobile<br />
Khronos<br />
Collada<br />
Autodesk<br />
Maya<br />
Version 7 & Above<br />
Khronos<br />
OpenGL ES<br />
Version 1.1 & 2.0
PVR Collada2POD<br />
POWERVR COLLADA to POD File Format<br />
Convertor and Optimiser<br />
Versions<br />
•Command Line tool for Windows & Linux.<br />
•Graphical User Interface Stand-alone Tool for Windows & Linux<br />
Features<br />
•Optimises Data Order for POWERVR MBX or SGX<br />
•Exports to POWERVR Object Data Format (POD Files)<br />
•Supports Binary and C Header Formats<br />
•Multiple Sorting Algorithms<br />
•Supports all Data Types including Float, Fixed, Bytes, Shorts, Etc.<br />
•Support for Bump Mapping Tangent coordinate system<br />
•Optimised Data Storage including “Instancing”<br />
•Key Frame & Skinning Animation Support<br />
•Matrix Palette Batching<br />
•Camera & Light Information and Animation<br />
•Loader source code provided in SDK<br />
•Texture and Shaders Handling<br />
•Support for ColladaFX<br />
Khronos<br />
Collada
PVR TexTool<br />
POWERVR Texture Export Tool<br />
Versions<br />
• Export Plug-In for Photoshop, 3D Studio Max and Maya<br />
• GUI Stand-alone Tool for Windows & Linux<br />
• Command Line Stand-alone Tool for Windows & Linux<br />
• DLL / LIB Version allows Custom Developer Tools<br />
Features<br />
• Optimised export to all texture formats support by POWERVR MBX and<br />
SGX<br />
Supports all OpenGL ES 1.1 & 2.0 Standard Formats<br />
Supports all Direct3D Mobile, DirectX 9 and DirectX 10 Formats<br />
• Import Plug-in enable PVR formats in leading DCC Tools<br />
• Stand-alone tool loadings BMP, TGA, GIF, PCX, JPG and PNG<br />
• Supports POWERVR Texture Compression Formats (PVRTC I & II) and<br />
Ericsson Texture Compression (OpenGL ES 2.0)<br />
• Detailed analysis of Compression Results<br />
Zoom, Differential colouring and Metrics<br />
• MIPMap visualisation<br />
• Pre-processing support includes:<br />
Normal Map Generation, Colour Bleeding, Borders, High Quality<br />
Scaling Algorithms and Sky Box Optimisation<br />
Adobe Photoshop<br />
Version CS1 &<br />
Autodesk<br />
3D Studio Max<br />
Autodesk<br />
Maya<br />
Above Version 6, 7, 8 & Above Version 7 & Above<br />
Direct3D<br />
Direct3D Mobile<br />
Khronos<br />
Collada<br />
Khronos<br />
OpenGL ES<br />
Version 1.1 & 2.0
PVR UniSCo Editor<br />
POWERVR Universal Shader Compiler Editor<br />
Versions<br />
• Graphical User Interface for “POWERVR UniSCo”<br />
• PC Windows & Linux Support<br />
Features<br />
• Powerful Shader Source Code Editor:<br />
Syntax Highlighting<br />
Auto Complete<br />
Error Reporting<br />
• Optimising compiler for SGX Vertex and Fragment Shaders<br />
• Optimising compiler for MBX VGP Vertex Shaders<br />
• Profiling with overall and per line cycle counts<br />
• Generates Binary Data which can be loaded in OpenGL ES 2.0<br />
• Support for POWERVR PFX format<br />
• Support for Microsoft FX format.<br />
Khronos<br />
OpenGL ES<br />
Version 1.x & 2.x
PVR Shaman<br />
Integrated Shader Development Environment<br />
An IDE which allows rapid prototyping of Shader Effects<br />
Combines functionality of multiple POWERVR Utilities<br />
Versions<br />
• Available for Windows & Linux<br />
Features<br />
• Geometry input from POD files generated using PVRGeoPOD<br />
• Support for POWERVR FX files (PFX).<br />
• Support for OpenGL and OpenGLES 2.0 GLSL<br />
• Support for DirectX 9 & DirectX 10 FX files.<br />
• Direct Geometry and shader input from Collada file format<br />
• Texture input from PVR files generated using PVRTexTool and standard<br />
bitmap formats<br />
• Integrated version of UniSCo Editor & Compiler<br />
• Supports skinning<br />
• POD Viewer<br />
Scene Navigation, Animation & Free Camera, Object<br />
Selection, Wireframe Mode, Overdraw Analysis, etc.<br />
• Multiple window configurations and multi-screen support<br />
• WYSIWYG Concept allows rapid prototyping of new shaders<br />
Khronos<br />
Collada<br />
Khronos<br />
OpenGL ES<br />
Version 1.1 & 2.0
PVR VFrame<br />
POWERVR Emulator<br />
Allows OpenGL ES 1.1/ 2.0 and Direct3D Mobile applications<br />
to run on PC facilitating development and debug<br />
Versions<br />
• Available for Linux (OGLES) & Windows (OGLES/D3DM)<br />
Features<br />
• Full Support for OpenGL ES 1.1<br />
Requires PC with OpenGL 1.3 Support<br />
• Full Support for OpenGL ES 2.0<br />
Requires PC with OpenGL 2.0 Support<br />
• Full Support for Direct3D Mobile<br />
Requires PC with DirectX 9.0 Support<br />
• Full Support for all MBX and SGX Extensions<br />
• Performance Information (not available yet):<br />
Geometry Complexity per Frame<br />
Batching and API Statistics<br />
Allows Scene Analysis:<br />
Overdraw Complexity, Estimate of Memory Usage, ...<br />
Direct3D<br />
Direct3D Mobile<br />
Khronos<br />
OpenGL ES<br />
Version 1.1 & 2.0
PVR Scope<br />
POWERVR On-Device Performance<br />
Analyser<br />
Features<br />
• Performance Analysis Library for POWERVR platforms.<br />
• Allows Access to Performance Statistics to Developers:<br />
Performance in FPS, Vertex Throughput, Pixel<br />
Throughput, Batching Information, Render<br />
State Changes, Parameter Buffer Memory<br />
Usage, Texture Memory Usage, Bandwidth<br />
Usage, USSE Utilisation, Cache Utilisation, …<br />
• Direct access within application source<br />
Integrate with application profiling information<br />
On-the-fly tuning of application load<br />
Application controls visualisation<br />
• Performance Stats based on:<br />
Driver Level counters<br />
Hardware Debug Registers (when available)<br />
Direct3D<br />
Direct3D Mobile<br />
Khronos<br />
OpenGL ES<br />
Version 1.x & 2.x
PVR Tune<br />
POWERVR Remote Performance Analyser<br />
Versions<br />
• Remote Analysis client available for Windows & Linux<br />
• Per platform PVRPerfServer host application<br />
Features<br />
• Performance Analysis Driver combined with remote analysis tool<br />
• Uses Network or other connection to transfer information between<br />
Host & Client<br />
• PC Display of Performance Statistics:<br />
Performance in FPS<br />
Vertex & Pixel Throughput<br />
Batching & Render State Information<br />
Parameter Buffer & Texture Memory Usage<br />
Bandwidth Usage<br />
USSE Utilisation & Cache Utilisation<br />
Performance Stats based on:<br />
Driver Level counters<br />
Hardware Debug Registers (if available)<br />
• Performance Analysis Modes controlled dynamically:<br />
Disable Pixel Shader, Disable Blending, …<br />
Direct3D<br />
Direct3D Mobile<br />
Khronos<br />
OpenGL ES<br />
Version 1.x & 2.x
PVR VecEx<br />
POWERVR Vector Graphics Export Tool<br />
Versions<br />
• Plug-In for Adobe Illustrator<br />
Features<br />
• Optimised export of Vector Graphics Data for MBX<br />
and SGX<br />
• Exports to POWERVR Vector Graphics Format (PVG<br />
Files)<br />
• All OpenVG Segment Types Supported<br />
• All OpenVG Paint Modes Support<br />
• Linear and Radial Gradient Support<br />
• Pattern Support<br />
• Loader Source Code provided in SDK<br />
Adobe Illustrator<br />
Version CS1 &<br />
Above<br />
Khronos<br />
OpenVG
Early Development Kits - Beagle Board<br />
• Cost Effective Development Kits are essential<br />
Early software development hardware based around SoC cores<br />
Must be representative in terms of performance and behaviour of final devices<br />
• OMAP 35x based BeagleBoard<br />
149.00 $ with community driven software development<br />
Perfect match to community driven open operating systems<br />
Perfectly representative from a software development point of view<br />
• More information at www.beagleboard.org
POWERVR SDK & Utilities<br />
Supporting the complete development flow process<br />
PVRTune<br />
PVRTrace<br />
PVRScope<br />
Create 3D Objects &<br />
Animations<br />
Performance Analysis<br />
Optimisation<br />
PVRVecEx<br />
Deploy<br />
PVR Shell<br />
PVRGeoPOD PVRTexTool<br />
Export & Optimise Assets<br />
Prototyping & Coding<br />
PVRPodPlayer<br />
Create 2D Textures & Images<br />
Simulate, Debug<br />
& Top Level Optimisation<br />
PVREngine<br />
SDK<br />
Tools Lib<br />
PVRUniSCo<br />
PVRShaman<br />
PVRVFrame
POWERVR SGX Software Development<br />
POWERVR Insider Ecosystem enables faster time to market<br />
• Market leading ecosystem driving POWERVR Graphics excellence at all levels<br />
• Key Objectives<br />
Faster Time to Market by enabling partners to tap into capable resource database<br />
Lower cost to adopting POWERVR SGX Graphics<br />
Off the shelf POWERVR optimised solutions – maximum performance, power optimised<br />
Network of experiences service companies to handle customisation requests<br />
• Targeting all key embedded focus areas<br />
GUI, Navigation, Browsers, Gaming, Service Providers, Benchmark Companies, etc.<br />
• Just a small selection of the hundreds of companies working with POWERVR:
Summary<br />
• Graphics acceleration is turning critical in many new markets<br />
From Handheld to Consumer to Automotive to MID to UMPC<br />
• Display resolutions are increasing, new applications taking advantage of<br />
this require advanced graphics capabilities to match the higher expectations<br />
of end users Including UI, Navigation, Mobile Internet Content (e.g. Flash),<br />
Gaming, Gambling, Etc.<br />
• Ecosystems, Software Development Kits and Utilities are essential<br />
Kick-start market adoption of Graphics Technology Critical for best<br />
possible content and performance<br />
• POWERVR is well positioned to continue to be de-facto standard in the<br />
market
OMAP2/3<br />
POWERVR Graphics Overview<br />
Jay Lee<br />
Director of Sales<br />
Imagination Technologies