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== Overview == | == Overview == | ||
Also known short as GS. | |||
The first revision released, CXD2934GB, is known to have been manufactured using a 180 nm process and to consume 19 W of power (calculated from the official information that the initially released [[Emotion Engine]] consumed 18 W of power and that EE and GS together initially consumed 37 W of power). | The first revision released, CXD2934GB, is known to have been manufactured using a 180 nm process and to consume 19 W of power (calculated from the official information that the initially released [[Emotion Engine]] consumed 18 W of power and that EE and GS together initially consumed 37 W of power). | ||
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== Revisions == | == Revisions == | ||
* 0.8: CXD2934GB | |||
** 180 nm process, 188 mm² die size | |||
* 0. | |||
** 188 mm² die size | |||
** metal IHS | ** metal IHS | ||
** Copyright date: 1999 | ** Copyright date: 1999 | ||
** Used on [[motherboards]]: GH-001, GH-003, GH-005, GH-007, GH-012, GH-014, GH-016 | ** Used on [[motherboards]]: GH-001, GH-003, GH-005, GH-007, GH-012, GH-014, GH-016 | ||
** | ** <imgur w=480>Ps9pRpU.jpg</imgur> | ||
* 1. | * 1.5: CXD2944GB | ||
** | ** 108 mm² die size | ||
** plastic case | ** plastic case | ||
** Copyright date: 2000 | ** Copyright date: 2000 | ||
** Used on motherboards: GH-004, GH-006, GH-008, GH-010, GH-013 | ** Used on motherboards: GH-004, GH-006, GH-008, GH-010, GH-013 | ||
* 1. | * 1.9: CXD2949GB / (reported as CXD2949BGB in PS2ident) | ||
** 96 mm² die size | ** 96 mm² die size | ||
** Copyright date: 2001 | ** Copyright date: 2001 | ||
** Used on motherboards: GH-015 | ** Used on motherboards: GH-015 - GH-023 | ||
* 1.11: CXD2949CGB | * 1.11: CXD2949CGB | ||
** 83 mm² die size | ** 83 mm² die size | ||
** Copyright date: 2002 | ** Copyright date: 2002 | ||
** Used on motherboards: GH-023 - ? | |||
* 1.11: CXD2949DGB | |||
** 73 mm² die size | |||
** Copyright date: 2003 | |||
** Used on motherboards: ? - GH-032-54 - ? | |||
**Used on motherboards: GH-023 - | * CXD2972GB | ||
* 1.11: CXD2949DGB | ** 49 mm² die size | ||
**73 mm² die size | ** likely 90 nm process | ||
**Copyright date: 2003 | ** Copyright date: 2006 | ||
**Used on motherboards: GH-032-54 - | ** Used on motherboards: PlayStation 3 COK-002/COK-002W (Models CECHC and CECHE) | ||
*CXD2972GB | ** Dieshots confirming that this is indeed just a GS and not an EE+GS variant (unlike EE+GS in CECHA and CECHB PS3 consoles)<br/> | ||
**49 mm² die size | <imgur w=240>0fB7Z5n.jpg</imgur> <imgur w=240>je066bM.jpg</imgur> <imgur w=240>2HjL1BY.jpg</imgur> <imgur w=240>TrNio8T.jpg</imgur> <br/> | ||
**likely 90 nm process | * 1.15: CXD2980GB | ||
**Copyright date: 2006 | ** GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | ||
**Used on motherboards: PlayStation 3 | ** Has no cooling at all besides airflow | ||
**Dieshots confirming that this is indeed just a GS and not an EE+GS variant (unlike EE+GS in CECHA and CECHB PS3 consoles)<br /> | ** Used on motherboards: GH-061-12 - GH-072-42, thus used in every 79XXX and 90XXX slim PS2 | ||
* CXD2980BGB | |||
*1. | ** Copyright date: 2007 | ||
** Used on motherboards: | |||
**GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | * 1.14: CXD2980CGB | ||
** | ** Used on motherboards: | ||
**Used on motherboards: GH-061- | |||
* | |||
**Copyright date: 2007 | |||
**Used on motherboards: | |||
* 1. | |||
**Used on motherboards: | |||
==Specifications== | == Specifications == | ||
* Parallel rendering processor with embedded DRAM "Graphics Synthesizer" (GS) clocked at 147.456 MHz | * Parallel rendering processor with embedded DRAM "Graphics Synthesizer" (GS) clocked at 147.456 MHz | ||
* Programmable CRT controller (PCRTC) for output | * Programmable CRT controller (PCRTC) for output | ||
*Pixel pipelines: 16 without any texture mapping units (TMU), however half of pixel pipelines can perform texturing, so fillrate is either 16 pixels per clock with untextured 2400 Mpixels; or 8 pixels per clock with 1200 megapixels with bilinear texturing, and 1200 megatexels (bilinear). | * Pixel pipelines: 16 without any texture mapping units (TMU), however half of pixel pipelines can perform texturing, so fillrate is either 16 pixels per clock with untextured 2400 Mpixels; or 8 pixels per clock with 1200 megapixels with bilinear texturing, and 1200 megatexels (bilinear). | ||
*Video output resolution: Variable from 256×224 to 1920×1080 | * Video output resolution: Variable from 256×224 to 1920×1080 | ||
*4 MB of embedded DRAM as video memory (an additional 32 MB of main memory can be used as video memory); 48 gigabytes per second peak bandwidth | * 4 MB of embedded DRAM as video memory (an additional 32 MB of main memory can be used as video memory); 48 gigabytes per second peak bandwidth | ||
**Texture buffer bandwidth: 9.6 GB/s | ** Texture buffer bandwidth: 9.6 GB/s | ||
** Frame buffer bandwidth: 38.4 GB/s | ** Frame buffer bandwidth: 38.4 GB/s | ||
*eDRAM bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write) | * eDRAM bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write) | ||
* Pixel configuration: RGB:alpha, 24:8, 15:1; 16-, 24-, or 32-bit Z-buffer | * Pixel configuration: RGB:alpha, 24:8, 15:1; 16-, 24-, or 32-bit Z-buffer | ||
*Display color depth: 32-bit (RGBA: 8 bits each) | * Display color depth: 32-bit (RGBA: 8 bits each) | ||
*Dedicated connection to main CPU and VU1 | * Dedicated connection to main CPU and VU1 | ||
*Overall pixel fillrate: 16 × 147 Mpix/s = 2.352 gigapixel/s | * Overall pixel fillrate: 16 × 147 Mpix/s = 2.352 gigapixel/s | ||
**1.2 gigapixel/s (with Z-buffer, alpha, and texture) | ** 1.2 gigapixel/s (with Z-buffer, alpha, and texture) | ||
**With no texture, flat shaded: 2.4 Gpix/s (75,000,000 32-pixel raster triangles) | ** With no texture, flat shaded: 2.4 Gpix/s (75,000,000 32-pixel raster triangles) | ||
**With 1 full texture (diffuse map), Gouraud shaded: 1.2 Gpix/s (37,750,000 32-bit pixel raster triangles) | ** With 1 full texture (diffuse map), Gouraud shaded: 1.2 Gpix/s (37,750,000 32-bit pixel raster triangles) | ||
**With 2 full textures (diffuse map and specular, alpha, or other), Gouraud shaded: 0.6 Gpix/s (18,750,000 32-bit pixel raster triangles) | ** With 2 full textures (diffuse map and specular, alpha, or other), Gouraud shaded: 0.6 Gpix/s (18,750,000 32-bit pixel raster triangles) | ||
**Texture fillrate: 1.2 Gtexel/s | ** Texture fillrate: 1.2 Gtexel/s | ||
**Sprite drawing rate: 18.75 million/s (8×8 pixels) | ** Sprite drawing rate: 18.75 million/s (8×8 pixels) | ||
**Particle drawing rate: 150 million/s | ** Particle drawing rate: 150 million/s | ||
*Polygon drawing rate: 75 million/s (small polygon) | * Polygon drawing rate: 75 million/s (small polygon) | ||
** 50 million/s (48-pixel quad with Z and A) | ** 50 million/s (48-pixel quad with Z and A) | ||
**30 million/s (50-pixel triangle with Z and A) | ** 30 million/s (50-pixel triangle with Z and A) | ||
**25 million/s (48-pixel quad with Z, A and T) | ** 25 million/s (48-pixel quad with Z, A and T) | ||
**16 million/s (75-pixel triangle with Z, A, T and fog) | ** 16 million/s (75-pixel triangle with Z, A, T and fog) | ||
*VESA (maximum 1280×1024 pixels) | * VESA (maximum 1280×1024 pixels) | ||
* 3 rendering paths (path 1, 2 and 3) GS effects include: Dot3 bump mapping (normal mapping), mipmapping, spherical harmonic lighting, alpha blending, alpha test, destination alpha test, depth test, scissor test, transparency effects, framebuffer effects, post-processing effects, perspective-correct texture mapping, edge-AAx2 (poly sorting required), bilinear, trilinear texture filtering, multi-pass, palletizing (6:1 ratio 4-bit; 3:1 ratio 8-bit), offscreen drawing, framebuffer mask, flat shading, Gouraud shading, cel shading, dithering, texture swizzling. | * 3 rendering paths (path 1, 2 and 3) GS effects include: Dot3 bump mapping (normal mapping), mipmapping, spherical harmonic lighting, alpha blending, alpha test, destination alpha test, depth test, scissor test, transparency effects, framebuffer effects, post-processing effects, perspective-correct texture mapping, edge-AAx2 (poly sorting required), bilinear, trilinear texture filtering, multi-pass, palletizing (6:1 ratio 4-bit; 3:1 ratio 8-bit), offscreen drawing, framebuffer mask, flat shading, Gouraud shading, cel shading, dithering, texture swizzling. | ||
*Multi-pass rendering ability | * Multi-pass rendering ability | ||
**Four passes: 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes) | ** Four passes: 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes) |