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Neon Graphics Accelerator

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Geometry processing on host. A fast Alpha workstation. Common on early PC products also ... A and B bank reads from video controller ... – PowerPoint PPT presentation

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Title: Neon Graphics Accelerator


1
Neon Graphics Accelerator
  • Anselmo Lastra

2
History
  • A proposed DEC product
  • Never sold, as far as I know
  • They were bought by COMPAQ
  • Later HP
  • Paper at 1998 Graphics Hardware
  • Take into account that this was in the days of
    3dfx Voodoo
  • Not too many sources of info on one-chip GPUs

3
Rasterizer-Side Only
  • Geometry processing on host
  • A fast Alpha workstation
  • Common on early PC products also

4
Block Diagram
5
Unified Memory
  • They argue for single memory
  • Common now, of course
  • Can trade off one type for another
  • Smaller FB More Texture
  • Say that texturing can cause thrashing between
    texels and color/Z
  • Is unified memory the best way to go?

6
Fragment Generator
  • Each cycle generates one of
  • Single textured fragment
  • 2x2 square of z-buffered fragments with color
    (64-bits data)
  • RGB alpha
  • Z
  • Fog intensity
  • 8 fragments with 32-bit solid color (or stipple
    pattern)
  • 32 8-bit 2D fragments

7
Texel Central
  • More than just for textures
  • Also frame buffer transfers go through here
  • DMA to memory, Bit Blts
  • Texture maps one fragment per clock

8
Pixel Processors
  • Eight of them
  • One per memory controller
  • Responsible for
  • Z test
  • Alpha
  • Stencil
  • Fog
  • Blending
  • Dithering

9
Video Controller
  • Always requests data from both bank A and B
  • Memory controller chooses bank to maximize memory
    throughput
  • Video controller can request data immediately

10
Memory Controllers
  • 8 separate memory controllers
  • Each 32 bits wide
  • 32 total 100MHz SDRAM chips
  • SDRAMs can have up to 4 banks
  • 23 address and control pins per controller
  • Total of 440 pins for memory

11
Memory Controller
  • Frame buffer partitioned across the 8
  • Five request queues each
  • Reads from Texel Central
  • Read and Write from Pixel Processors
  • A and B bank reads from video controller
  • Chooses from among queues to minimize memory
    cycle waste
  • Any balancing between that and stalling units?
  • Each controller has texture cache, 8 32-bit
    texels, fully associative
  • Small

12
Fragment Batches
  • Batch of z comparisons and z/color writes
  • Need to detect when two fragments belong to same
    pixel
  • 8-way fully-associative overlap detector
  • Detector terminates batch if incoming fragment
    overlaps
  • Writes all data for terminated batch before
    reading new

13
Interleaved Frame Buffer
  • Checkerboard but rotated
  • They suggest that 2x2 or 4x4 pixel batches would
    be better
  • Would need more memory at controllers

14
Fragment Generation
  • Chunked or tiled
  • Already discussed this

15
Memory Usage (from slides)
16
Performance Counters
  • Two 64-bit counters

17
Chip
  • To show how much area/function
  • Lot of space devoted to MC
  • Includes caches and request queues

18
Design Details
  • They used C simulator
  • Wrote a C to Verilog tool
  • Developed some synthesis tools to help Synopsis

19
Technical Report
  • Much more detail in Tech Report
  • Might be useful for people implementing
    particular parts of pipeline
  • Texture addressing and filtering, for example
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