RTL Design and Implementation of a Framebuffer for a RISC-V Processor
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Opengl Distilled / Paul Martz
Page left blank intently OpenGL® Distilled By Paul Martz ............................................... Publisher: Addison Wesley Professional Pub Date: February 27, 2006 Print ISBN-10: 0-321-33679-8 Print ISBN-13: 978-0-321-33679-8 Pages: 304 Table of Contents | Inde OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visuali,ation and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL® Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic te tures and shadows. .ritten in an engaging, easy-to-follow style, this boo/ ma/es it easy to find the information you0re loo/ing for. 1ou0ll quic/ly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips. Topics include Drawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with te ture mapping and shadows Improving rendering performance Preserving graphics integrity across platforms A companion .eb site includes complete source code e amples, color versions of special effects described in the boo/, and additional resources. Page left blank intently Table of contents: Chapter 6. Texture Mapping Copyright ............................................................... 4 Section 6.1. Using Texture Maps ........................... 138 Foreword ............................................................... 6 Section 6.2. Lighting and Shadows with Texture .. 155 Preface ................................................................... 7 Section 6.3. Debugging .......................................... 169 About the Book .................................................... -
Development of Systemc Modules from HDL for System-On-Chip Applications
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Masters Theses Graduate School 8-2004 Development of SystemC Modules from HDL for System-on-Chip Applications Siddhartha Devalapalli University of Tennessee - Knoxville Follow this and additional works at: https://trace.tennessee.edu/utk_gradthes Part of the Electrical and Computer Engineering Commons Recommended Citation Devalapalli, Siddhartha, "Development of SystemC Modules from HDL for System-on-Chip Applications. " Master's Thesis, University of Tennessee, 2004. https://trace.tennessee.edu/utk_gradthes/2119 This Thesis is brought to you for free and open access by the Graduate School at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Masters Theses by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a thesis written by Siddhartha Devalapalli entitled "Development of SystemC Modules from HDL for System-on-Chip Applications." I have examined the final electronic copy of this thesis for form and content and recommend that it be accepted in partial fulfillment of the equirr ements for the degree of Master of Science, with a major in Electrical Engineering. Dr. Donald W. Bouldin, Major Professor We have read this thesis and recommend its acceptance: Dr. Gregory D. Peterson, Dr. Chandra Tan Accepted for the Council: Carolyn R. Hodges Vice Provost and Dean of the Graduate School (Original signatures are on file with official studentecor r ds.) To the Graduate Council: I am submitting herewith a thesis written by Siddhartha Devalapalli entitled "Development of SystemC Modules from HDL for System-on-Chip Applications". -
A Fedora Electronic Lab Presentation
Chitlesh GOORAH Design & Verification Club Bristol 2010 FUDConBrussels 2007 - [email protected] [ Free Electronic Lab ] (formerly Fedora Electronic Lab) An opensource Design and Simulation platform for Micro-Electronics A one-stop linux distribution for hardware design Marketing means for opensource EDA developers (Networking) From SPEC, Model, Frontend Design, Backend, Development boards to embedded software. FUDConBrussels 2007 - [email protected] Electronic Designers Problems Approx. 6 month design development cycle Tackling Design Complexity Lower Power, Lower Cost and Smaller Space Semiconductor Industry's neck squeezed in 2008 Management (digital/analog) IP Portfolio FUDConBrussels 2007 - [email protected] FUDConBrussels 2007 - [email protected] A basic Design Flow FUDConBrussels 2007 - [email protected] TIP: Use verilator to lint your verilog files. Most of the Veripool tools are available under FEL. They are in sync with Wilson Snyder's releases. FUDConBrussels 2007 - [email protected] FUDConBrussels 2007 - [email protected] GTKWaveGTKWave Don'tDon't forgetforget itsits TCLTCL backendbackend WidelyWidely usedused togethertogether withwith SystemCSystemC FUDConBrussels 2007 - [email protected] Tools Standard Cell libraries FUDConBrussels 2007 - [email protected] BackendBackend designdesign Open Circuit Design, Electric FUDConBrussels 2007 - [email protected], Toped gEDA/gafgEDA/gaf Well known and famous. A very good example of opensource -
Simulator for the RV32-Versat Architecture
Simulator for the RV32-Versat Architecture João César Martins Moutoso Ratinho Thesis to obtain the Master of Science Degree in Electrical and Computer Engineering Supervisor(s): Prof. José João Henriques Teixeira de Sousa Examination Committee Chairperson: Prof. Francisco André Corrêa Alegria Supervisor: Prof. José João Henriques Teixeira de Sousa Member of the Committee: Prof. Marcelino Bicho dos Santos November 2019 ii Declaration I declare that this document is an original work of my own authorship and that it fulfills all the require- ments of the Code of Conduct and Good Practices of the Universidade de Lisboa. iii iv Acknowledgments I want to thank my supervisor, Professor Jose´ Teixeira de Sousa, for the opportunity to develop this work and for his guidance and support during that process. His help was fundamental to overcome the multiple obstacles that I faced during this work. I also want to acknowledge Professor Horacio´ Neto for providing a simple Convolutional Neural Net- work application, used as a basis for the application developed for the RV32-Versat architecture. A special acknowledgement goes to my friends, for their continuous support, and Valter,´ that is developing a multi-layer architecture for RV32-Versat. When everything seemed to be doomed he always had a miraculous solution. Finally, I want to express my sincere gratitude to my family for giving me all the support and encour- agement that I needed throughout my years of study and through the process of researching and writing this thesis. They are also part of this work. Thank you. v vi Resumo Esta tese apresenta um novo ambiente de simulac¸ao˜ para a arquitectura RV32-Versat baseado na ferramenta de simulac¸ao˜ Verilator. -
Deconstructing Hardware Usage for General Purpose Computation on Gpus
Deconstructing Hardware Usage for General Purpose Computation on GPUs Budyanto Himawan Manish Vachharajani Dept. of Computer Science Dept. of Electrical and Computer Engineering University of Colorado University of Colorado Boulder, CO 80309 Boulder, CO 80309 E-mail: {Budyanto.Himawan,manishv}@colorado.edu Abstract performance, in 2001, NVidia revolutionized the GPU by making it highly programmable [3]. Since then, the programmability of The high-programmability and numerous compute resources GPUs has steadily increased, although they are still not fully gen- on Graphics Processing Units (GPUs) have allowed researchers eral purpose. Since this time, there has been much research and ef- to dramatically accelerate many non-graphics applications. This fort in porting both graphics and non-graphics applications to use initial success has generated great interest in mapping applica- the parallelism inherent in GPUs. Much of this work has focused tions to GPUs. Accordingly, several works have focused on help- on presenting application developers with information on how to ing application developers rewrite their application kernels for the perform the non-trivial mapping of general purpose concepts to explicitly parallel but restricted GPU programming model. How- GPU hardware so that there is a good fit between the algorithm ever, there has been far less work that examines how these appli- and the GPU pipeline. cations actually utilize the underlying hardware. Less attention has been given to deconstructing how these gen- This paper focuses on deconstructing how General Purpose ap- eral purpose application use the graphics hardware itself. Nor has plications on GPUs (GPGPU applications) utilize the underlying much attention been given to examining how GPUs (or GPU-like GPU pipeline. -
AMD Radeon E8860
Components for AMD’s Embedded Radeon™ E8860 GPU INTRODUCTION The E8860 Embedded Radeon GPU available from CoreAVI is comprised of temperature screened GPUs, safety certi- fiable OpenGL®-based drivers, and safety certifiable GPU tools which have been pre-integrated and validated together to significantly de-risk the challenges typically faced when integrating hardware and software components. The plat- form is an off-the-shelf foundation upon which safety certifiable applications can be built with confidence. Figure 1: CoreAVI Support for E8860 GPU EXTENDED TEMPERATURE RANGE CoreAVI provides extended temperature versions of the E8860 GPU to facilitate its use in rugged embedded applications. CoreAVI functionally tests the E8860 over -40C Tj to +105 Tj, increasing the manufacturing yield for hardware suppliers while reducing supply delays to end customers. coreavi.com [email protected] Revision - 13Nov2020 1 E8860 GPU LONG TERM SUPPLY AND SUPPORT CoreAVI has provided consistent and dedicated support for the supply and use of the AMD embedded GPUs within the rugged Mil/Aero/Avionics market segment for over a decade. With the E8860, CoreAVI will continue that focused support to ensure that the software, hardware and long-life support are provided to meet the needs of customers’ system life cy- cles. CoreAVI has extensive environmentally controlled storage facilities which are used to store the GPUs supplied to the Mil/ Aero/Avionics marketplace, ensuring that a ready supply is available for the duration of any program. CoreAVI also provides the post Last Time Buy storage of GPUs and is often able to provide additional quantities of com- ponents when COTS hardware partners receive increased volume for existing products / systems requiring additional inventory. -
The Opengl Framebuffer Object Extension
TheThe OpenGLOpenGL FramebufferFramebuffer ObjectObject ExtensionExtension SimonSimon GreenGreen NVIDIANVIDIA CorporationCorporation OverviewOverview •• WhyWhy renderrender toto texture?texture? •• PP--bufferbuffer // ARBARB renderrender texturetexture reviewreview •• FramebufferFramebuffer objectobject extensionextension •• ExamplesExamples •• FutureFuture directionsdirections WhyWhy RenderRender ToTo Texture?Texture? • Allows results of rendering to framebuffer to be directly read as texture • Better performance – avoids copy from framebuffer to texture (glCopyTexSubImage2D) – uses less memory – only one copy of image – but driver may sometimes have to do copy internally • some hardware has separate texture and FB memory • different internal representations • Applications – dynamic textures – procedurals, reflections – multi-pass techniques – anti-aliasing, motion blur, depth of field – image processing effects (blurs etc.) – GPGPU – provides feedback loop WGL_ARB_pbufferWGL_ARB_pbuffer •• PixelPixel buffersbuffers •• DesignedDesigned forfor offoff--screenscreen renderingrendering – Similar to windows, but non-visible •• WindowWindow systemsystem specificspecific extensionextension •• SelectSelect fromfrom anan enumeratedenumerated listlist ofof availableavailable pixelpixel formatsformats usingusing – ChoosePixelFormat() – DescribePixelFormat() ProblemsProblems withwith PBuffersPBuffers • Each pbuffer usually has its own OpenGL context – (Assuming they have different pixel formats) – Can share texture objects, display lists between -
Graphics Pipeline and Rasterization
Graphics Pipeline & Rasterization Image removed due to copyright restrictions. MIT EECS 6.837 – Matusik 1 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 2 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. • Most global effects available in ray tracing will be sacrificed for speed, but some can be approximated 3 Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does ray hit triangle? Keep closest hit Scene primitives Pixel raster 4 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives Pixel raster Scene primitives Pixel raster 5 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives It’s just a different orderPixel raster of the loops! -
Xengt: a Software Based Intel Graphics Virtualization Solution
XenGT: a Software Based Intel Graphics Virtualization Solution Oct 22, 2013 Haitao Shan, [email protected] Kevin Tian, [email protected] Eddie Dong, [email protected] David Cowperthwaite, [email protected] Agenda • Background • Existing Arts • XenGT Architecture • Performance • Summary 2 Background Graphics Computing • Entertainment applications • Gaming, video playback, browser, etc. • General purpose windowing • Windows Aero, Compiz Fusion, etc • High performance computing • Computer aided designs, weather broadcast, etc. Same capability required, when above tasks are moved into VM 4 Graphics Virtualization • Performance vs. multiplexing • Consistent and rich user experience in all VMs • Share a single GPU among multiple VMs Client Rich Virtual Client Server VDI, transcoder, GPGPU Embedded Smartphone, tablet, IVI 5 Existing Arts Device Emulation • Only for legacy VGA cards • E.g. Cirrus logic VGA card • Limited graphics capability • 2D only • Optimizations on frame buffer operations • E.g. PV framebuffer • Impossible to emulate a modern GPU • Complexity • Poor performance 7 Split Driver Model • Frontend/Backend drivers • Forward OpenGL/DirectX API calls • Implementation specific for the level of forwarding • E.g. VMGL, VMware vGPU, Virgil • Hardware agnostic • Challenges on forwarding between host/guest graphics stacks • API compatibility • CPU overhead 8 Direct Pass-Through/SR-IOV • Best performance with direct pass-through • However no multiplexing 9 XenGT Architecture XenGT • A mediated pass-through solution -
PACKET 7 BOOKSTORE 433 Lecture 5 Dr W IBM OVERVIEW
“PROCESSORS” and multi-processors Excerpt from Hennessey Computer Architecture book; edits by JT Wunderlich PhD Plus Dr W’s IBM Research & Development: JT Wunderlich PhD “PROCESSORS” Excerpt from Hennessey Computer Architecture book; edits by JT Wunderlich PhD Historical Perspective and Further 7.14 Reading There is a tremendous amount of history in multiprocessors; in this section we divide our discussion by both time period and architecture. We start with the SIMD SIMD=SinGle approach and the Illiac IV. We then turn to a short discussion of some other early experimental multiprocessors and progress to a discussion of some of the great Instruction, debates in parallel processing. Next we discuss the historical roots of the present multiprocessors and conclude by discussing recent advances. Multiple Data SIMD Computers: Attractive Idea, Many Attempts, No Lasting Successes The cost of a general multiprocessor is, however, very high and further design options were considered which would decrease the cost without seriously degrading the power or efficiency of the system. The options consist of recentralizing one of the three major components. Centralizing the [control unit] gives rise to the basic organization of [an] . array processor such as the Illiac IV. Bouknight, et al.[1972] The SIMD model was one of the earliest models of parallel computing, dating back to the first large-scale multiprocessor, the Illiac IV. The key idea in that multiprocessor, as in more recent SIMD multiprocessors, is to have a single instruc- tion that operates on many data items at once, using many functional units (see Figure 7.14.1). Although successful in pushing several technologies that proved useful in later projects, it failed as a computer. -
PACKET 22 BOOKSTORE, TEXTBOOK CHAPTER Reading Graphics
A.11 GRAPHICS CARDS, Historical Perspective (edited by J Wunderlich PhD in 2020) Graphics Pipeline Evolution 3D graphics pipeline hardware evolved from the large expensive systems of the early 1980s to small workstations and then to PC accelerators in the 1990s, to $X,000 graphics cards of the 2020’s During this period, three major transitions occurred: 1. Performance-leading graphics subsystems PRICE changed from $50,000 in 1980’s down to $200 in 1990’s, then up to $X,0000 in 2020’s. 2. PERFORMANCE increased from 50 million PIXELS PER SECOND in 1980’s to 1 billion pixels per second in 1990’’s and from 100,000 VERTICES PER SECOND to 10 million vertices per second in the 1990’s. In the 2020’s performance is measured more in FRAMES PER SECOND (FPS) 3. Hardware RENDERING evolved from WIREFRAME to FILLED POLYGONS, to FULL- SCENE TEXTURE MAPPING Fixed-Function Graphics Pipelines Throughout the early evolution, graphics hardware was configurable, but not programmable by the application developer. With each generation, incremental improvements were offered. But developers were growing more sophisticated and asking for more new features than could be reasonably offered as built-in fixed functions. The NVIDIA GeForce 3, described by Lindholm, et al. [2001], took the first step toward true general shader programmability. It exposed to the application developer what had been the private internal instruction set of the floating-point vertex engine. This coincided with the release of Microsoft’s DirectX 8 and OpenGL’s vertex shader extensions. Later GPUs, at the time of DirectX 9, extended general programmability and floating point capability to the pixel fragment stage, and made texture available at the vertex stage. -
Intel Embedded Graphics Drivers, EFI Video Driver, and Video BIOS V10.4
Intel® Embedded Graphics Drivers, EFI Video Driver, and Video BIOS v10.4 User’s Guide April 2011 Document Number: 274041-032US INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS. NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USE OF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT. UNLESS OTHERWISE AGREED IN WRITING BY INTEL, THE INTEL PRODUCTS ARE NOT DESIGNED NOR INTENDED FOR ANY APPLICATION IN WHICH THE FAILURE OF THE INTEL PRODUCT COULD CREATE A SITUATION WHERE PERSONAL INJURY OR DEATH MAY OCCUR. Intel may make changes to specifications and product descriptions at any time, without notice. Designers must not rely on the absence or characteristics of any features or instructions marked “reserved” or “undefined.” Intel reserves these for future definition and shall have no responsibility whatsoever for conflicts or incompatibilities arising from future changes to them. The information here is subject to change without notice. Do not finalize a design with this information. The products described in this document may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request. Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your product order.