Re: HARDWARE: Open-Source-Friendly Graphics Cards -- Viable?

From: Timothy Miller (miller_at_techsource.com)
Date: 10/22/04

  • Next message: Ingo Molnar: "Re: [patch] Real-Time Preemption, -RT-2.6.9-mm1-U10"
    Date:	Fri, 22 Oct 2004 13:00:04 -0400
    To: Jan Knutar <jk-lkml@sci.fi>
    
    

    Jan Knutar wrote:
    > On Thursday 21 October 2004 19:34, Stephen Wille Padnos wrote:
    >
    >
    >>I'm thinking more like microcode. The functional blocks on the chip
    >>would be capable of being "rewired" by the OS, depending on the
    >>applications being run. All of the functions would still operate out of
    >>card-local memory.
    >
    >
    > Are you thinking something along the lines of an optimizing+profiling
    > host-CPU-software-renderer to FPGA-reprogrammed JIT accelerator? :)
    >
    > The idea of reprogramming the hardware to toss out the line drawing and
    > other things that GTK and friends probably only present to X as pixmaps
    > anyway, and use that 'die space' for something else, is certainly appealing.
    >
    > Of course, for a software -> hardware JITc, I think the budget required would
    > be a few magnitudes more than mentioned here earlier, and half a decade
    > of debugging or more ontop..

    For this graphics design, and I'm getting into premature implementation
    details, but I'm a geek, so I can't help myself... I think having some
    sort of primitive microcontroller at the front end of the design is
    necessary. Two major things it would do would be to control the DMA bus
    mastering, and translate commands (both DMA and PIO) into the parameters
    required by the rendering engine.

    See, I would design a very flexible, programmable rasterizer which could
    be programmed to do anything. But for many operations like bitblt and
    line drawing, there's a load of redundancy. For lines, all you need are
    the end-points. If software had to program that directly, it would be a
    major non-win for small primitives like short lines and small bitblts
    where sending the command over the AGP bus would take longer than
    actually doing the rendering.

    In my experience, throwing CPU time at a problem in order to reduce the
    bus traffic is almost always a win, a significant performance boost.

    A good compromise between having the host waste a lot of bus traffic and
    using up chip area with too much dedicated hardware is to have the
    front-end microcontroller ("setup engine") do a fair amount of the work.
      This way, I could eliminate anything from the rasterizer that was
    there only so it could draw diagonal lines but STILL be able to draw
    fast diagonal lines.

    Here's an interesting philosophical question: If I spend too much time
    discussing the technical issues of the design BEFORE it is released, am
    I significantly increasing the risk of a competitor cutting us off at
    the knees before I can even get started? On the one hand, everyone will
    be happy if ANYONE produces a completely open-spec design. On the other
    hand, I would be very unhappy if I didn't get to do it myself.

    ATI and nVidia are secretive for damn good reasons.

    -
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  • Next message: Ingo Molnar: "Re: [patch] Real-Time Preemption, -RT-2.6.9-mm1-U10"

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