PowerVR ±×·¡ÇÈ Äھ ¸¸µå´Â Imagination Technologies¿¡¼ ´ÙÀÌ·ºÆ®X 10.1À» Áö¿øÇÏ´Â »õ·Î¿î ¸ð¹ÙÀÏ GPU Ĩ ¼³°è¸¦ ¹ßÇ¥Çß´Ù.
ÀÓº£µðµå ¸ð¹ÙÀÏ ½ÃÀåÀ» °Ü³ÉÇØ ¸¸µç PowerVR SGX545´Â DirectX 10.1, OpenGL 3.2, OpenCL 1.0 µ¥½ºÅ©Å¾ API¿Í ¸ð¹ÙÀÏ¿ë OpenGL ES 2.x API¸¦ Áö¿øÇϸç, USSE(Universal Scalable Shader Engine)À̶ó´Â À̸§ÀÇ ÇÁ·Î±×·¡¸Óºí ÇÁ·Î¼¼½Ì À¯´ÖÀÌ Å¾ÀçµÈ´Ù.
SGX545´Â 200MHz µ¿ÀÛ Å¬·°¿¡¼ ÃÊ´ç 4000¸¸ Æú¸®°ï°ú 1GpixelÀÇ ÇÊ·¹ÀÌÆ®¸¦ ±¸ÇöÇØ HD ȸ鿡¼ 3D ÄÁÅÙÃ÷¸¦ ³ôÀº ÇÁ·¹ÀÓ ·¹ÀÌÆ®·Î Ãâ·ÂÇÒ ¼ö ÀÖ´Ù°í ÇÑ´Ù. SGX545¿¡ »õ·Î Ãß°¡µÈ ±â´ÉÀº ¾Æ·¡¿Í °°´Ù.
DirectX10.1 API support
Enhanced support for DirectX10 Geometry Shaders
DirectX10 Data assembler support (Vertex, primitive and instance ID generation)
Render target resource array support
Full arbitrary non power of two texture support
Full filtering support for F16 texture types
Support for all DirectX10 mandated texture formats
Sampling from unresolved MSAA surfaces
Support for Gamma on output pixels
Order dependent coverage based AA (anti-aliased lines)
Enhanced line rasterisation
ÇÑÆí, PowerVR GX545´Â ¹ßÇ¥ ÀÌÀü¿¡ ¾ÖÇÃÀÇ Â÷¼¼´ë ¾ÆÀÌÆù¿¡ ä¿ëµÉ °Å¶ó´Â ·ç¸Ó°¡ ³ª¿À±âµµ Çß´Ù.
|