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CPU/Compression Interface:
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- R4000-style SYSAD up to 100 MHz
- SYSAD secondary cache support
- 64@80-100Mhz: 640-800Mb/s MRE-CPU interface
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Display & I/O Interface:
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- CPU PIO bus slave protocol
- 32@133Mhz: 533 MB/s MRE-IOE interface
- Buffering/transfer data from memory to IOE in 8x32-byte bursts
- Buffering/transfer from IOE to memory in 8x32-byte bursts
- I/O-generated CPU interrupts
- 64@66Mhz: 528 MB/s MRE-DE interface
- 124@133Mhz: 2.1G/s MRE-DE interface
- Buffering/transfer display data from memory to DE in 16x32-byte bursts
- Buffering/transfer video capture data from DE to memory in 16x32-byte bursts
- Display generated CPU interrupts
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Memory System/Interface:
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- Unified Processor, Graphics, Digital Media Memory
- Virtual framebuffers, Video buffers, Audio buffers
- Video buffers as texture maps
- Compression of video buffers
- 2 GBytes/Second Peak Memory Bandwidth
- 256-bit SDRAM memory word at 66 MHz
- SDRAMs with CAS latency of 2, page rate of 1
- x144 SIMMs with one or two banks of memory
- 2 interleaved SIMMs per memory word
- 4 sets of interleaved SIMMs per system
- 32 to 256 MByte capacity with 16 Mbit SDRAMs
- 128 to 1024 MByte capacity with 64 Mbit SDRAMs
- 4-bank SDRAM Memory Controller
- Up to 4 banks of SDRAM simultaneously active
- ECC protection for system memory
- Byte writes for virtual framebuffers
- Fixed Priority Arbitration Scheme:
- Display engine
- Audio/Video operations
- Imaging engine
- Rendering engine
- CPU
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Rendering Engine:
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- Texture mapping (1D and 2D textures)
- Hardware z-buffering
- Fog
- Anti-aliased lines and points
- Destination blending
- Logic ops
- Multiple pixel streams
- Color plane masking
- Color pixel formats
- 8-bit RGB
- 16-bit ARGB 1555
- 32-bit RGBA 8888
- 32-bit ABGR 8888
- 8-bit color index
- 12-bit color index
- 8/8 double buffer format
- 16/16 double buffer format
- Hardware texture mapping with texel formats
- 16-bit ABGR 1555
- 16-bit RGBA 4444
- 16-bit luminance/intensity, alpha 88
- 32-bit RGBA 8888
- Pixel transfers (DMA)
- Depth buffering
- Stencil ops
- Pixel buffers & tiling for image display, storage and manipulation
- 2Kx2K 8-, 16-, 32-bit color buffers (off-screen, no overlay)
- 2Kx2K 32-bit stencil/depth buffers (sz buffer)
- 2Kx2K 8-bit stencil buffer
- 2Kx2K 24-bit depth buffer
- 1kx1k down to 1x1 16-, and 32-bit texture maps
- Rasterization
- X & OpenGL point, line, triangle, and rectangle primitives
rasterized atomically
- 64Kx64K address space for X coordinates
- 4Kx4K address space for OpenGL coordinates
- 6-bit subpixel positioning for OpenGL coordinates
- Window clipping
- Stippling and patterning
- Flat and gouraud shading
- Alpha test
- Alpha blending
- Dithering
- Clears
- X and OpenGL logical operations
- Virtual Framebuffer Rendering
- 128x128 tiles for 32-bit framebuffers
- 256x128 tiles for 16-bit framebuffers
- 512x128 tiles for 8-bit framebuffers
- Performance (Rendering Engine)
X Lines | > 3 ML/S |
Smooth, Z, Blended, 50 pix/tri | > 450 KT/S |
Point sampled textures | > 33 MP/S |
Trilinear textures | > 30 MP/S |
Fill | > 60 MP/S |
32-bit VFB clear | > 400 MP/S |
16-bit VFB clear | > 800 MP/S |
8-bit VFB clear | > 1600 MP/S |
- Target Performance (180MHz R5000 CPU)
Smooth, Z, Blended, 50 pix/tri > 450 KT/S
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