From: Jesse Pollard <jesse@cats-chateau.net>
To: John Bradford <john@grabjohn.com>,
Timothy Miller <miller@techsource.com>
Cc: chakkerz@optusnet.com.au,
Linux Kernel Mailing List <linux-kernel@vger.kernel.org>
Subject: Re: [OT] Crazy idea: Design open-source graphics chip
Date: Fri, 30 Jan 2004 10:54:27 -0600 [thread overview]
Message-ID: <04013010542700.32275@tabby> (raw)
In-Reply-To: <200401291855.i0TItHoU001867@81-2-122-30.bradfords.org.uk>
On Thursday 29 January 2004 12:55, John Bradford wrote:
> > > Well, the cost of fabricating depends on the device. I was basically
> > > thinking of a 68000, an EPROM and a SIMM on a piece of stripboard,
> > > some ribbon cable and a DB-25 connector.
> > >
> > > Maybe our goals are somewhat different :-)
> >
> > Very different. What you're describing is a dumb terminal.
>
> Hardly. It's nothing like a dumb terminal whatsoever.
>
> It's a simple framebuffer, possibly with line drawing, and box filling
> capabilities. Nevertheless, it could be used as a general purpose X
> display, for spreadsheets, simple to moderate wordprocessing,
> (I.E. probably not DTP-like applications), status displays for various
> systems, etc.
>
> So, it does have real world uses.
Yes - but you want it:
1. to use the AGP to gain access to multiple offscreen pages
2. a DMA controler to copy the data
3. A simple emulation (either 8bit cpu based or better) of VGA/SVGA
4. room in the design for future processors.
Really - future processors:
1. including multiple vector multiply processors
2. general purpose CPU for control
3. LOTS of memory.
What you REALLY need to do (long term) is to move the entire X server
into a graphics board (including Mesa/OpenGL/... but minus the network
code, authentication, and resource database...).
It is my understanding that a LOT of the effort at speed is lost by using
a single threaded process to handle the graphics. With a multiple cpu (not
necessarily SMP mind you) performing the graphics transformations, you have
a single rendering output step (another case for multiple cpus - 1 cpu: entire
pixel render, 2: each takes 1/2 display, 4 - 1/4 display...). And with
multiple dual ported graphics memory (port to pixel rendering cpu, port to
frame buffer) you end up wit a very fast graphics display.
Limiting factor: it may be bigger than a single slot.
It would likely resemble the old SGI type of rendering engine, which used
multiple boards, multiple staging memory, and multiported display.
BUT: it would be modular. Pay a little and you only get a frame buffer.
Add a general CPU - you get a basic X server (with slow 3D, but likely
faster than currently done by the host processor)-- and pay more.
Add a geometry engine (ie a processor/memory for Mesa) you get faster 3D
operations...
Add multiple engines (each takes part of the display) you get speed...
It would likely require one AGP, but two PCI slots; and like the SGI
engines, an internal connection between the two boards.
This would also allow the project to have price levels - a $20 AGP frame
buffer wouldn't be bad at all (and not all that slow either...)
Add $40 for a general CPU... with the benifit of offloading the major X
functions... and still have the ability to use the AGP. (BTY - the AGP
is bi-directional... you should be able to copy images from the framebuffer)
Add $40 (might have to trade in the existing general CPU... so it could
actually be ~$80) and you should get options for multiple geometry
processors... at $10/20 each?
Note - the costs shown for the last upgrade is very likely wrong.
> > What I'm describing is a PC console graphics card that will let someone
> > play Quake III at a reasonable framerate.
> >
> > Isn't that what most people want?
Something like the above should do.
>
[snip]
next prev parent reply other threads:[~2004-01-30 16:55 UTC|newest]
Thread overview: 51+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-01-28 17:34 [OT] Crazy idea: Design open-source graphics chip Timothy Miller
2004-01-29 1:11 ` Christian Unger
2004-01-29 15:59 ` Stephen Smoogen
2004-01-29 16:07 ` Maciej Soltysiak
2004-01-29 16:21 ` John Bradford
2004-01-29 16:13 ` Timothy Miller
2004-01-29 16:29 ` John Bradford
2004-01-29 16:52 ` Timothy Miller
2004-01-29 17:18 ` John Bradford
2004-01-29 17:47 ` Timothy Miller
2004-01-29 18:55 ` John Bradford
2004-01-29 19:11 ` Timothy Miller
2004-01-29 21:36 ` John Bradford
2004-01-29 21:36 ` Timothy Miller
2004-01-30 10:36 ` Helge Hafting
2004-01-30 17:02 ` Timothy Miller
2004-01-30 17:20 ` Maciej W. Rozycki
2004-01-30 17:40 ` Timothy Miller
2004-01-30 18:11 ` Maciej W. Rozycki
2004-01-30 18:21 ` Timothy Miller
2004-01-30 19:09 ` Maciej W. Rozycki
2004-01-30 21:09 ` Helge Hafting
2004-01-30 21:23 ` Timothy Miller
2004-01-31 17:32 ` John Bradford
2004-01-31 18:39 ` Roland Dreier
2004-01-30 17:23 ` Måns Rullgård
2004-01-30 17:44 ` Timothy Miller
2004-01-30 19:01 ` John Bradford
2004-01-30 21:19 ` Helge Hafting
2004-02-01 10:36 ` Geert Uytterhoeven
2004-02-01 11:06 ` John Bradford
2004-02-01 11:46 ` Måns Rullgård
2004-02-01 22:41 ` Christian Unger
2004-02-02 17:13 ` Timothy Miller
2004-02-02 17:11 ` Geert Uytterhoeven
2004-01-30 16:54 ` Jesse Pollard [this message]
2004-02-01 10:35 ` Geert Uytterhoeven
2004-02-02 17:03 ` Timothy Miller
2004-01-29 16:30 ` Richard B. Johnson
2004-01-29 16:58 ` Timothy Miller
2004-01-29 18:08 ` Frank Gevaerts
2004-01-30 22:35 ` Esben Stien
2004-01-29 18:06 ` Torrey Hoffman
2004-01-29 18:58 ` Timothy Miller
2004-01-31 18:41 ` Pavel Machek
2004-01-31 18:15 ` Tomas Zvala
-- strict thread matches above, loose matches on Subject: below --
2004-02-01 14:58 DaMouse Networks
2004-02-02 17:16 ` Timothy Miller
2004-02-02 17:37 ` DaMouse Networks
2004-02-02 18:45 ` Timothy Miller
2004-02-02 19:43 ` DaMouse Networks
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