現在および以前のiPadモデルは、クアッドコードGPUを使用しています。誰かが、3D開発者としてマルチコアアーキテクチャを最大限に活用する方法を教えてもらえますか?最大のパフォーマンスを得るために私がしなければならない特別なことはありますか?
1 に答える
Nothing; it's an abuse of the term "quad-core".
Desktop GPUs have dozens or hundreds of "processors" — vertex processors, shader processors, "stream processors" (multiple stream processors are often grouped into a single shader processor). This works because typical 3D rendering is inherently parallel: Vertices can be projected independently, pixels can typically be rendered independently for each stage, and adjacent pixels typically have neighbouring inputs (e.g. the same area of a texture) which makes caching easier. All of this is typically handled by the GPU.
You might need to do a little more reading and performance comparisons if you write your own pixel shaders, but this doesn't really depend on the number of "cores" — the constructs used in pixel shader languages tend to be parallelizable by default. (This doesn't mean it's not easy to write non-parallelizable code if you try, but unless you're trying to get poor performance you should be fine.)