The PowerVR chips don't even have programmable shader pipelines, something that is required for openCL. They use tile based deferred rendering which is an entirely different rendering technique from what nvidia and ati use.
Hmm.
http://www.imgtec.com/PowerVR/sgx.asp said:The POWERVR SGX family incorporates the revolutionary Universal Scalable Shader Engine (USSE™), with a feature set that exceeds the requirements of OpenGL 2.0 and Microsoft Shader Model 3, enabling 2D, 3D and general purpose (GP-GPU) processing in a single core.
http://www.imgtec.com/powervr/sgx_series5.asp said:API support includes OpenGL ES 1.1/2.0, OpenVG 1.1, OpenGL 2.0/3.0 and DirectX9/10.1
OS support includes Linux, Symbian OS and Windows Mobile/Vista/XP
http://www.imgtec.com/PowerVR/insider/demos/water_demo.asp said:The advanced vertex and pixel shading capabilities of the POWERVR SGX family
I guess some games (BoomBlox could be ported) could use the unified shaders to do physics calculations. Obviously as a mobile core it's a lot less powerful than a modern GPU, but in terms of actual technical capabilities it's better than anything Intel integrate into their chipsets.