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SubjectRe: Some discussion points open source friendly graphics [was: HARDWARE: Open-Source-Friendly Graphics Cards -- Viable?]


Jeff Garzik wrote:
> 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.

Right. I was just discussing this with the CEO, and he pointed out that
I would get bogged down with too much online discussion. At FIRST, I
might be able to handle an open list, but pretty quickly, I'd have to
create an invite-only list where a select group who reads the other list
would digest things for me.

Yeah, if I'm going to design a large chunk of the chip and write a large
chunk of the software, I can't spend all day reading a mailing list. :)

>
> 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.

Yes, and what I need to do is find the right developers to talk to so
that I can given them interfaces that they actually NEED, because right
now, I'm just guessing.

>
>
>> 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.

Definately. There's loads of features that are NICE, but not useful to
most people. I need to make the lowest common demoninator first.

>
>> 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?

My intention is to include a bit of logic in the FPGA which can be used
to reprogram the prom. You would then cycle power to get the FPGA to
load the new code. Only if it gets corrupted would you have to solder
on a header and reprogram it another way.

Also, if someone decides to reprogram it completely, and they haven't
included a host interface and prom programmer in their design, then,
well, they're on their own. :)

>
>> 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


Yeah, for the transformation phase, you need 32-bit floating point.
After that, you can switch to 16.16 fixed point and get perfect results.

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