Editing Graphics Synthesizer
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* 0.08: CXD2934GB | * 0.08: CXD2934GB | ||
** 188 mm² die size | ** 188 mm² die size | ||
** 19 W power consumption | ** 19 W power consumption | ||
** metal IHS | ** metal IHS | ||
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** 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 | ||
* 1.09: CXD2949GB (reported as CXD2949BGB in PS2ident) | * 1.09: CXD2949GB (reported as CXD2949BGB in PS2ident) | ||
** 96 mm² die size ( | ** 96 mm² die size (?) | ||
** different pinout, no analog RGB output (now generated by external DAC) | ** different pinout, no analog RGB output (now generated by external DAC) | ||
** Copyright date: 2001 | ** Copyright date: 2001 | ||
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* 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 - GH-032 (Confirmed use on GH-032 boards?) | |||
* 1.11: CXD2949DGB | |||
** 73 mm² die size (?) | |||
** Copyright date: 2003 | |||
** Used on motherboards: ? - GH-032-54 - GH-041 | |||
**Used on motherboards: GH-023 - GH-032 (Confirmed use on GH-032 boards?) | * 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 - GH-041 | ** Used on motherboards: PlayStation 3 with COK-002/COK-002W (CECHC and CECHE models) | ||
*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 | [[File:0fB7Z5n.jpg|200px]] [[File:je066bM.jpg|200px]] [[File:2HjL1BY.jpg|200px]] [[File:TrNio8T.jpg|200px]] <br/> | ||
**likely 90 nm process | * 1.1?: CXD2980GB | ||
**Copyright date: 2006 | ** Differences to the other CXD2980xGB revisions are unknown | ||
**Used on motherboards: PlayStation 3 with COK-002/COK-002W (CECHC and CECHE models) | ** GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | ||
**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 /> | ** Copyright date: 2007 | ||
[[File:0fB7Z5n.jpg|200px]] [[File:je066bM.jpg|200px]] [[File:2HjL1BY.jpg|200px]] [[File:TrNio8T.jpg|200px]] <br /> | ** Used on motherboards: GH-061-22 (likely others as well; please contribute) | ||
*1.1?: CXD2980GB | * 1.14: CXD2980AGB (sometimes reported as CXD2980CGB in PS2ident) | ||
**Differences to the other CXD2980xGB revisions are unknown | ** Differences to the other CXD2980xGB revisions are unknown | ||
**GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | ** GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | ||
**Copyright date: 2007 | ** Copyright date: 2007 | ||
**Used on motherboards: GH-061-22 (likely others as well; please contribute) | |||
*1.14: CXD2980AGB (sometimes reported as CXD2980CGB in PS2ident) | |||
**Differences to the other CXD2980xGB revisions are unknown | |||
**GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | |||
**Copyright date: 2007 | |||
** Used on motherboards: GH-061-12 (likely others as well; please contribute) | ** Used on motherboards: GH-061-12 (likely others as well; please contribute) | ||
*1.14: CXD2980CGB | * 1.14: CXD2980CGB | ||
**Differences to the other CXD2980xGB revisions are unknown | ** Differences to the other CXD2980xGB revisions are unknown | ||
**GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | ** GS was made a separate IC again after combining EE with RDRAM, IOP and other components instead | ||
**Has no cooling at all besides airflow | ** Has no cooling at all besides airflow | ||
**Copyright date: 2007 | ** Copyright date: 2007 | ||
**Used on motherboards: GH-061-51, GH-070-42 (likely others as well; please contribute) | ** Used on motherboards: GH-061-51, GH-070-42 (likely others as well; please contribute) | ||
* 1.15: CXD2980BGB | * 1.15: CXD2980BGB | ||
**Differences to the other CXD2980xGB revisions are unknown | ** Differences to the other CXD2980xGB revisions are unknown | ||
**Has no cooling at all besides airflow | ** Has no cooling at all besides airflow | ||
** 49 mm² die size (identical to CXD2972GB found on PS3's COK-002, despite the BGA case being much smaller) | ** 49 mm² die size (identical to CXD2972GB found on PS3's COK-002, despite the BGA case being much smaller) | ||
**likely 90 nm process | ** likely 90 nm process | ||
**Used on motherboards: GH-061-12 - GH-072-42, can thus be used in every 790xx and 900xx slim PS2 | ** Used on motherboards: GH-061-12 - GH-072-42, can thus be used in every 790xx and 900xx slim PS2 | ||
**Copyright date: 2007 | ** Copyright date: 2007 | ||
==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) |