GPU: Difference between revisions

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(CXD8561BQ on PU-16 and PU-18, CXD8561CQ found on some PU-20)
 
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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 some PU-18 and PU-20
** 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