Let’s go back in time for a little perspective.
In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some...
Provides instructions and samples for clustered shading in Android*.
How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.