On 8/20/06, Timothy Miller <[EMAIL PROTECTED]> wrote:
Here's an example:  Many drawing engines have an "I am completely
done" interrupt.  DMA hardware and software use that to set up the
transfer for the next block of commands.  In the mean time, the GPU is
IDLE.  Just sitting there wasting time.  What if we wanted an
interrupt that said "I'm nearly done; go ahead and set me up for some
more commands"?  The only drawing engine I know of that does this is
the one I designed for Tech Source.  If you were to base your API
around existing GPU designs, you would be forever unable to take
advantage of this unusual feature, and you'd lose out on a potentially
significant performance boost.

You need to look at the DirectX 10 specs. In DX10 there are multiple
command queues. The GPU timeslices between them. If you load a shader
program that is going to run in a loop for 10 minutes it will get time
sliced with the other command queues. That allows the GUI to stay
responsive while the shader program is running. DMA operations are
just commands in the stream. Finishing a command queue doesn't
generate an interrupt, if you want an interrupt put an interrupt
command in the queue.

DirectX 10 also implements virtual GPU memory so there is no issue
with not having enough room for a command stream to fit into VRAM.
There is only one address space so the page tables are not too
complex.

Don't build yesterday's hardware, graphic hardware is changing
immensely with the increased use of the GPU. Non-GPU hardware is going
to be embedded only in a couple of years.

It is speculated that AMD bought ATI so that they could build a GPU
that sits in an Opteron socket. Combining hypertransport and GPUs
makes a lot of sense. I'm still not clear how scanout is going to work
in that model.

All of this is being driven by MS Vista. In a couple of years you
won't be able to buy a computer without Vista capable hardware.

--
Jon Smirl
[EMAIL PROTECTED]
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