maciek_urbanski
Member
- Joined
- Oct 3, 2008
- Messages
- 161
I have some new ideas/findings.
So - sorry for all typos, I'll clean this tomorrow. I have party to attend to. ^_^
- In OMAP35x 2D/3D Graphics Accelerator Reference Guide-TRM Ch 13 (Rev. B) at "1.1.2 SGX 3D features" we can read that SGX supports Multiple on-chip render targets (MRT). Note: Performance is limited when the on-chip memory is not available.
...it remains to be seen if SGX3530 will have this on-chip memory and if not - what will be the impact on MRT. - US patent #7324115 called Display list compression for a tiled 3-D rendering system was filed at the beginning of 2004, so it seems that it describes accurately innards of SGX. It's a wealth of knowledge:
- lists are self-sufficient, they do not need to back-reference vertices
- lists can be compressed using both lossless (for indices) and lossy quantization + delta encoding (for 3D coordinates, normals, colors); compression can be quite heavy (color values in range <0;1> can be clipped to discrete 0..255 set - and remember we are talking about color output from vertex shader); compression can be tuned and even switched off (per attribute)
- ...this all means, that during geometry processing (think vertex shader, geometry shader and clipping) followed by binning geometry is created and stored in list itself (and id does not reference input data). This means that during geometry processing we can create new data. This means SGX should be able to do instancing & geometry shaders. :wink:
- US patent #7362328 called Interface and method of interfacing between a parametric modelling unit and a polygon based rendering system was filed at end of 2006, so algorithm described here probably did not make into SGX530. Anyways it's non-programmable HW subdivision unit using B-spline patches (crude&simple). From algorithmic standpoint is inferior to hull & domain shader (from DX11) and because it is not programmable it will not comply with DX11. But again - I wound no explicit statement that it's HW solution (but awfully lot of hints).
- other US patents (like #7370158 and #7428628 ) seem to suggest that newer versions of SGX will have true 128-bit SIMD (read as 4 x 32-bit float). Those patents suggest how to hide latencies when memory interface is 32-bit and internal bus is 128-bit. They also patented technique how to handle (nested) conditionals (if-else) in SIMD. So it seems that SGX531 (see here(link)) will have 4 shader units each being 128-bit SIMD. And I wish them well with the drivers. SIMD compilers are different league than the stuff they did in the past.
So - sorry for all typos, I'll clean this tomorrow. I have party to attend to. ^_^