Pyramid3D TR25203 (now known as VLSI VS25203) Hardware Reference Guide: http://www.vlsi.fi/datasheets/vs203_103.pdf
it's pretty hefty document (250 pages) so I don't expect good comments before tomorrow, but some highlights from this pice of Hardware demoed at DX6 Meltdown and at Assembly '97:
- Programmable Geometry Processor:
-- 3-issue VLIW processor
-- program lenght 16384 words
-- supports 32 bit fixed point and 32 bit integer types
-- supports branches and sub-routines.
-- data can be addressed from PCI, external memory or from other units inside the GPU.
- Primitive Processor
-- supports Z-Scale
-- supports a lots of things that I don't understand
- Programmable Pixel Shader
-- Z-buffer based pixel kill
-- 3 temp registers
-- program lenght 32 words
-- again, has much stuff that goes over my head.
Generally, it does all rendering on 32 bit and dithers the result, if needed. Geometry Processor seems to be much more capable than what nowadays "vertex shaders" are, but I can't be sure about that because most of that stuff goes a waaaayy over my knowledge. VLSI has been working on with Video Unit stuff. I don't recal that original Pyramid3D would have been capable all of that described on that part, but otherwise, it's definately the same chip.
it's pretty hefty document (250 pages) so I don't expect good comments before tomorrow, but some highlights from this pice of Hardware demoed at DX6 Meltdown and at Assembly '97:
- Programmable Geometry Processor:
-- 3-issue VLIW processor
-- program lenght 16384 words
-- supports 32 bit fixed point and 32 bit integer types
-- supports branches and sub-routines.
-- data can be addressed from PCI, external memory or from other units inside the GPU.
- Primitive Processor
-- supports Z-Scale
-- supports a lots of things that I don't understand
- Programmable Pixel Shader
-- Z-buffer based pixel kill
-- 3 temp registers
-- program lenght 32 words
-- again, has much stuff that goes over my head.
Generally, it does all rendering on 32 bit and dithers the result, if needed. Geometry Processor seems to be much more capable than what nowadays "vertex shaders" are, but I can't be sure about that because most of that stuff goes a waaaayy over my knowledge. VLSI has been working on with Video Unit stuff. I don't recal that original Pyramid3D would have been capable all of that described on that part, but otherwise, it's definately the same chip.