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(CXD8561BQ on PU-16 and PU-18, CXD8561CQ found on some PU-20) |
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(9 intermediate revisions by 3 users not shown) | |||
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== Overview == | == Overview == | ||
'''32-bit Sony GPU (designed by Toshiba)''' | |||
* Handles display of graphics, control of framebuffer, and drawing of polygons and textures | |||
* Handles 2D graphics processing, in a similar manner to the 3D engine | |||
* RAM: | |||
** 1 MB VRAM (later models used SGRAM) for framebuffer | |||
** 2 KB texture cache (132 MB/s memory bus bandwidth, 32-bit wide) | |||
** 64 bytes FIFO buffer | |||
* Features: | |||
** Adjustable framebuffer (1024×512) | |||
** Emulation of simultaneous backgrounds (to simulate parallax scrolling) | |||
** Mask bit | |||
** Texture window | |||
** Dithering | |||
** Clipping | |||
** Alpha blending (4 per-texel alpha blending modes) | |||
** Fog | |||
** Framebuffer effects | |||
** Transparency effects | |||
** Render to texture | |||
** Offscreen rendering | |||
** Multipass rendering | |||
** Flat or Gouraud shading and texture mapping | |||
** No line restriction | |||
** Colored light sourcing | |||
* Resolutions: | |||
** Progressive: 256×224 to 640×240 pixels | |||
** Interlaced: 256×448 to 640×480 pixels | |||
* Colors: | |||
** Maximum color depth of 16,777,216 colors (24-bit true color) | |||
** 57,344 (256×224) to 153,600 (640×240) colors on screen | |||
** Unlimited color lookup tables (CLUTs) | |||
** 32 levels of transparency | |||
** All calculations are performed to 24 bit accuracy | |||
* Texture mapping color mode: | |||
** Mode 4: 4-bit CLUT (16 colors) | |||
** Mode 8: 8-bit CLUT (256 colors) | |||
** Mode 15: 15-bit direct (32,768 colors) | |||
** Mode 24: 24-bit (16,777,216 colors) | |||
* Sprite engine: | |||
** 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects | |||
** Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation | |||
** 256×256 maximum sprite size | |||
* Special sprite effects: | |||
** Rotation | |||
** Scaling up/down | |||
** Warping | |||
** Transparency | |||
** Fading | |||
** Priority | |||
** Vertical and horizontal line scroll | |||
== Revisions == | == Revisions == | ||
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* CXD8514Q | * CXD8514Q | ||
** Found on PU-7 and on early PU-8 (until -12) | ** Found on PU-7 and on early PU-8 (until -12) | ||
** First revision to be sold to consumers | |||
=== CXD8561 === | === CXD8561 === | ||
* CXD8561Q | * CXD8561Q | ||
** Found on some PU-8 (-21 and onwards) | ** Found on some PU-8 (-21 and onwards) | ||
** This version and all versions onwards use SGRAM for video memory | ** This version and all versions onwards use SGRAM for video memory | ||
** Supports 8-bit shading and full-screen dithering, thus less color banding in games | |||
** Some performance improvements | |||
* CXD8561AQ | * CXD8561AQ | ||
** Found on some PU-20 | ** Found on some PU-20 and some PU-22 | ||
* CXD8561BQ | * CXD8561BQ | ||
** Found on | ** Found on PU-16, PU-18 and some PU-20 | ||
** Die size: 54 mm² | |||
* CXD8561CQ | * CXD8561CQ | ||
** Found on some PU-22, PU-23 and PM-41 (until -51) | ** Found on some PU-20, some PU-22, PU-23 and PM-41 (until -51) | ||
** Die size: 54 mm² (thus not shrunk compared to the previous revision) | |||
=== CXD9500 === | === CXD9500 === | ||
* CXD9500Q | * CXD9500Q | ||
** Found on some PM-41 (-61 onwards) | ** Found on some PM-41 (-61 onwards) | ||
** SGRAM integrated into GPU | ** SGRAM integrated into GPU |
Latest revision as of 21:24, 17 July 2024
Overview[edit | edit source]
32-bit Sony GPU (designed by Toshiba)
- Handles display of graphics, control of framebuffer, and drawing of polygons and textures
- Handles 2D graphics processing, in a similar manner to the 3D engine
- RAM:
- 1 MB VRAM (later models used SGRAM) for framebuffer
- 2 KB texture cache (132 MB/s memory bus bandwidth, 32-bit wide)
- 64 bytes FIFO buffer
- Features:
- Adjustable framebuffer (1024×512)
- Emulation of simultaneous backgrounds (to simulate parallax scrolling)
- Mask bit
- Texture window
- Dithering
- Clipping
- Alpha blending (4 per-texel alpha blending modes)
- Fog
- Framebuffer effects
- Transparency effects
- Render to texture
- Offscreen rendering
- Multipass rendering
- Flat or Gouraud shading and texture mapping
- No line restriction
- Colored light sourcing
- Resolutions:
- Progressive: 256×224 to 640×240 pixels
- Interlaced: 256×448 to 640×480 pixels
- Colors:
- Maximum color depth of 16,777,216 colors (24-bit true color)
- 57,344 (256×224) to 153,600 (640×240) colors on screen
- Unlimited color lookup tables (CLUTs)
- 32 levels of transparency
- All calculations are performed to 24 bit accuracy
- Texture mapping color mode:
- Mode 4: 4-bit CLUT (16 colors)
- Mode 8: 8-bit CLUT (256 colors)
- Mode 15: 15-bit direct (32,768 colors)
- Mode 24: 24-bit (16,777,216 colors)
- Sprite engine:
- 1024×512 framebuffer, 8×8 and 16×16 sprite sizes, bitmap objects
- Up to 4,000 sprites on screen (at 8×8 sprite size), scaling and rotation
- 256×256 maximum sprite size
- Special sprite effects:
- Rotation
- Scaling up/down
- Warping
- Transparency
- Fading
- Priority
- Vertical and horizontal line scroll
Revisions[edit | edit source]
CXD8514[edit | edit source]
- CXD8514Q
- Found on PU-7 and on early PU-8 (until -12)
- First revision to be sold to consumers
CXD8561[edit | edit source]
- CXD8561Q
- Found on some PU-8 (-21 and onwards)
- This version and all versions onwards use SGRAM for video memory
- Supports 8-bit shading and full-screen dithering, thus less color banding in games
- Some performance improvements
- CXD8561AQ
- Found on some PU-20 and some PU-22
- CXD8561BQ
- Found on PU-16, PU-18 and some PU-20
- Die size: 54 mm²
- CXD8561CQ
- Found on some PU-20, some PU-22, PU-23 and PM-41 (until -51)
- Die size: 54 mm² (thus not shrunk compared to the previous revision)
CXD9500[edit | edit source]
- CXD9500Q
- Found on some PM-41 (-61 onwards)
- SGRAM integrated into GPU