Arm Community
Site
Search
User
Site
Search
User
Groups
Education Hub
Distinguished Ambassadors
Open Source Software and Platforms
Research Collaboration and Enablement
Forums
AI and ML forum
Architectures and Processors forum
Arm Development Platforms forum
Arm Development Studio forum
Arm Virtual Hardware forum
Automotive forum
Compilers and Libraries forum
Graphics, Gaming, and VR forum
High Performance Computing (HPC) forum
Infrastructure Solutions forum
Internet of Things (IoT) forum
Keil forum
Morello forum
Operating Systems forum
SoC Design and Simulation forum
SystemReady Forum
Blogs
AI and ML blog
Announcements
Architectures and Processors blog
Automotive blog
Graphics, Gaming, and VR blog
High Performance Computing (HPC) blog
Infrastructure Solutions blog
Internet of Things (IoT) blog
Operating Systems blog
SoC Design and Simulation blog
Tools, Software and IDEs blog
Support
Arm Support Services
Documentation
Downloads
Training
Arm Approved program
Arm Design Reviews
Community Help
More
Cancel
Support forums
Graphics, Gaming, and VR forum
Mali 628 floating point precision
Jump...
Cancel
Locked
Locked
Replies
4 replies
Subscribers
136 subscribers
Views
6770 views
Users
0 members are here
Mali-T628
Mali-GPU
Options
Share
More actions
Cancel
Related
How was your experience today?
This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion
Mali 628 floating point precision
Maxim Mogilnitsky
over 11 years ago
Note: This was originally posted on 17th August 2013 at
http://forums.arm.com
Could you please elaborate on a floating point precision of Mali-628?
What part of the IEEE754-2008 is supported in GPU? I.e. how many bits of precision we can get (medump) ?
Thank you in advance
Maxim
http://blogs.arm.com/multimedia/318-arm-mali-t604-new-gpu-architecture-for-highest-performance-flexibility/
Parents
Maxim Mogilnitsky
over 11 years ago
Note: This was originally posted on 26th August 2013 at
http://forums.arm.com
Thank you for the answer and for advice.
Just to be sure let me dig a bit into the question.
I understand that fp32 is a required and supported precision for the shaders.
#1 Just to make it clear: Is it for both vertex and fragment shader?
Let me also ask a question about HW itself:
#2 Is fp32 means that the GPU HW actually uses at least 32 bits of floating point precision throughout an entire GPU pipe?
Sorry for perhaps "blowing on water", but I got some "burns from milk".
Best Wishes
Maxim
Cancel
Up
0
Down
Cancel
Reply
Maxim Mogilnitsky
over 11 years ago
Note: This was originally posted on 26th August 2013 at
http://forums.arm.com
Thank you for the answer and for advice.
Just to be sure let me dig a bit into the question.
I understand that fp32 is a required and supported precision for the shaders.
#1 Just to make it clear: Is it for both vertex and fragment shader?
Let me also ask a question about HW itself:
#2 Is fp32 means that the GPU HW actually uses at least 32 bits of floating point precision throughout an entire GPU pipe?
Sorry for perhaps "blowing on water", but I got some "burns from milk".
Best Wishes
Maxim
Cancel
Up
0
Down
Cancel
Children
No data