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博客园 - 王大牛的幸福生活

AMD R600 Architecture and GPU Analysis (zz from beyond3D) Introducing CUDA(zz from beyond3d) DirectX Installation for Game Developers翻译 最近好忙…… NVIDIA G80: Architecture and GPU Analysis(zz from Beyond3D) DirectX FAQ 翻译(Graphics 部分) Graphics APIs in Windows Vista PPU时代来临——AGEIA物理加速卡全面解析(zz Introduction to Debugging (zz, By Richard "superpig" Fine ) DirectX10 Preview Sample New 翻译 有空的话,打算把新的DX10 Sample翻译一下 DirectX10 Preview Modify翻译 DirectX10 Preview 翻译(Programming Guide部分) 四月份打算把DX10的PreView全部翻译一下 探求架构的奥秘 拆解“管线”看现代显卡(zz) Direct10 Sample 翻译 ATi的救赎——X1000系列显卡技术详细解析2(zz) ATi的救赎——X1000系列显卡技术详细解析(zz) 2005年显卡技术与市场回顾(zz)
NV GF6系列架构分析(GPU gem2 读书笔记)
王大牛的幸福生活 · 2006-01-18 · via 博客园 - 王大牛的幸福生活

总线带宽:PCI Express×8, 66Mhz *32bits(4Bytes)*8 = 4 GB/s

目前计算机中的带宽:
GPU显存:550Mhz DDR ×256bits(32Bytes)×2=35GB/s
PCI Express ×16 :8GB/s
CPU内存,800Mhz前端总线:6.4GB/s

显卡在PC体系中的位置:

                                              CPU
                                                /\
                                                 |
                                            6.4GB/s
                                                 |
                                                \/
内存<=6.4GB/s or more=>北桥<=up to 8GB/s=>GPU=> to display
                                                /\                                    /\
                                                 |                                      |
                                                 |                                   up to 35GB/s
                                                \/                                     |
                                              南桥                                \/
                                                /\                                  显存
                                                 |
                                                \/
                                        其他设备

图形操作流程:

Vertex Data => Vertex  Shader×6 => Cull/Clip/Setup => Raster =>Pixel Shader ×16 =>Fragment Crossbar => Z/Blend => Back Buffer

Color Buffer => Pixel Shader (as texture)
Z Buffer=> Early Z Cull
Pixel Shader => Vertex Shader (maybe stream out)

顶点处理单元:
                        
顶点数据==> 32位浮点向量ALU×1
                         32位浮点数值ALU×1==>分支单元==>返回ALU
                         顶点纹理采样单元×1                        ==>或者生成Primitive==>culling/clipping==>光栅化

像素处理单元:

图元数据==>32位浮点ALU×1:执行一次乘加操作或者纹理采样==>
==>32位浮点ALU×1(一次加操作)==>分支单元==>返回ALU
                                                                                          ==>或者进入雾化ALU

posted on 2006-01-18 10:35  王大牛的幸福生活  阅读(1220)  评论()    收藏  举报