I just downloaded and installed the SDK today (but I only ticked the PVRShaderEditor component as that estimation of cycles on different PowerVR chips was all I was looking for).
I have spent a few hours playing with basics GLSL ES (version 100) fragment shaders and I have become somewhat convinced that the cycle counts both displayed next to the lines, and the estimated total is somewhat “random”.
So many times I could have sworn that when I make a change and then revert it, the cycle values don’t return to what they were before the change. I initially chalked this up to mix of tiredness, forgetting when I had toggled between chips in the preferences (Edit - Preferences - “PowerVR GLSLES Series5” and “PowerVR GLSLES Series6” compilers) and perhaps the editor being quirky and not always updating; but I ruled out of of these things (with the editor quirks* I made a habit of adding and removing extra whitespace and semicolons to make sure changes were not missed) and I am certain that seen the same input GLSL programs are give very different cycle counts - even changing tabs in the editor will change the cycle counts on the lines and total/s.
The full version info of the software is: PVRShaderEditor 2.6 (SDK build 3.5@3523712), it is freshly installed but I have also tried checking for updates anyway (it reports it is up-to-date). The compilers show version info shows as “SGX540 rev 130” for the Series5 compiler and as “G6x00” for the Series6 ES compiler.
*I describe the editor as quirky, because in my short time playing with it and typing into it I have experienced it displaying errors on glsl lines from before I had finished typing/editing them, after the change was complete (eg. changing “mediump” to “highp” the error " ‘high’ : syntax error; " may persist until I make further changes to the source