Re: Some discussion points open source friendly graphics [was: HARDWARE:Open-Source-Friendly Graphics Cards -- Viable?]
From: Jeff Garzik
Date: Mon Oct 25 2004 - 15:48:00 EST
Timothy Miller wrote:
Also, I'm thinking of starting my own yahoo groups list specifically for
this chip. Is that a good idea?
In theory it's useful; in reality at you'll have to balance what's
public and what's not, and it's easy to allow yourself to get bogged
down into "digesting", so much so that the "doing" is put off.
My only request is that you (a) make the graphics interface as simple
and high level as feasible and (b) you publish the hardware interface
specification as soon as possible, so that driver work can occur in
parallel.
Next, I'm getting lots of ideas from people. Some of them are core to
the product, and some of them would be nice for follow-on products. For
instance, dual-video would not be on the first model released. However,
it is important that analog output always have crisp rise and fall times
and be free of noise in order to maximize display quality.
Once you have a core design, it's easier to dicker about specific
features. I would put this stuff on the "worry about it later" list.
The reprogramability of the FPGA has many advantages, but
reprogramability is not its primary purpose. The primary reason to use
an FPGA is to minimize NRE for manufacturing. However, as a result,
users will be able to download updates. Additionally, those who are
Will the capability to apply these updates be included with the base card?
Will users need to purchase additional "update FPGA" hardware to do the
reprogramming?
Ok, now on to some design stuff:
The picture I have in my head at this time expands on the idea of the
setup engine seen in most GPU's. What I'm thinking is that the setup
engine will be general-purpose-ish CPU with special vector and matrix
instructions. This way, the transformation stage will occur in
"software" executed by a specialized processor. Additionally, the
lighting phase might be done here as well.
The setup engine would produce triangle parameters which are fed to a
rasterizer which does Gouraud shading and texture-mapping. That feeds
pixels into something that handles antialiasing and alpha blending, etc.
The advantages are:
- The community can customize the setup engine as they please, just by
writing code.
- This also includes the 2D emulation
- Anything "missing" can be emulated.
The disadvantages are:
- Triangle rate limited by speed of processor
- T&L is serialized, rather than being parallelized in dedicated hardware
- Phong shading and bump mapping may be impossible or too slow
Well, I certainly like it :)
I think that a more generic approach allows you to recognize performance
bottlenecks, and update the IP core to support instructions specific to
(say) triangles.
Random closing notes:
* data movement will be an everpresent issue
* in graphics you really have a number of data types (16-bit float,
etc.) that are specific to graphics. Supporting these natively should
be quite helpful, if not an already-obvious prerequisite
Jeff
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