3D Graphics and Speqg Update

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3D Graphics and Speqg Update 3D Graphics and SpeqG Update David Ligon Product Manager, Staff QUALCOMM Incorporated Agenda • Overview of QUALCOMM® Graphics Cores • MSM6xxx Update, Including New Cores • MSM7x00 Update • MSM7850 Introduction • SpeqG 100M Gaming Phone Alliance QUALCOMM Graphics Core Performance 1G Convergence Sony PSP Enhanced “Imageon” Stargate “Imageon” 100M without SMI Sony PS2 “Stargate” Convergence Convergence 10M Enhanced Defender3 Nintendo DS “Defender3” “Imageon” “LT” 1M with SMI Convergence Enhanced 100K Platform provides 3D Pixels/Sec Defender2 advanced graphics features not “Defender2” available on PSP 10K and other handheld gaming devices: Gameboy Advance 1K 1K 10K 100K 1M 10M 100M MSM Cores 3D Triangles/Sec New MSM Cores Graphics Core MSM Lineup Gfx Core Peak Performance In Production 2007 21M TRIS /SEC 133M PIXELS /SEC 7850A7850 LT 3D DOrB LT 2D 532M PIXEL REJECT /S 798M TOTAL INST /S Q1 7200A 7500A HSUPA Imageon 3D 4M TRIS /SEC 7500 7200 DOrA 133M PIXELS /SEC DOrA HSUPA 7600 Imageon 2D DOrA Q1 Q4 HSUPA Stargate 3D 600K TRIS /SEC 6280A HSDPA ARM 2D 90M PIXELS /SEC Q3 Defender3 3D 225K TRIS /SEC 6175 6800A 6575 ARM 2D 22M PIXELS /SEC 1x DOrA DOr0 6550 6550A 6800 6280 Defender2 3D 225K TRIS /SEC DOr0 DOr0 DOrA HSDPA ARM 2D 7M PIXELS /SEC 6150 6275 1x HSDPA 6500 6100 6250A 6260 ARM-DSP 3D 50K - 100K TRIS /SEC DOr0 1x WCDMA HSDPA ARM 2D 400K - 1M PIXELS /SEC 6125 6250 6255A 6245 1x WCDMA WEDGE WEDGE 6050 6025 QSC QSC QSC 7525 7225 QSC 1x 1x 6030 6055 6075 DOrA HSUPA 6085 No 3D N/A 1x 1x DOrA DOrA ARM 2D 6000 QSC QSC 6225 Q1 QSC 6260-1 QSC QSC 1x 6020 6010 HSDPA 6065 HSDPA 6270 1100 1x 1x 1x HSDPA 1x QSC QSC Q2 6245-1 6240 CDMA UMTS HSDPA HSDPA Q3 Q4 2003 2005 Core Feature Summary QCIF+ Gfx Core APIs Accelerated MAX LCD OpenGL ES 2.0 Increase in LCD QVGA 2004 2006 Direct 3D Mobile, SM3 pixel resolution LT 3D JSR 297 WVGA BREW Render 2D requires higher LT 2D 800x480 Direct Draw, GDI graphics PSP OpenVG 1.1 performance SVG OpenGL ES 1.0 Common Imageon 3D + some OpenGL ES 1.1 WVGA Direct 3D Mobile, SM2 800x480 Imageon 2D JSR 184 BREW Render2D WQVGA Direct Draw, GDI VGA Stargate 3D OpenGL ES 1.1 Common QVGA 2007 2008 ARM 2D JSR 184 320x240 WVGA Defender3 3D OpenGL ES 1.0 Common Lite QVGA ARM 2D JSR 184 320x240 WXGA Defender2 3D OpenGL ES 1.0 Common Lite QVGA ARM 2D JSR 184 320x240 ARM-DSP 3D Software / Firmware only QCIF+ OpenGL ES 1.0 Common Lite 220x176 ARM 2D [no dedicated hardware] “Defender & Stargate” in the MSM6xxx Platgforms ARM Processor Defender & Stargate 3D Engine Architecture • Single Processor ARM 9 • Fixed Point scaler CPU QDSP-4 • 3D Geometry and Lighting MODEMMODEM HOSTHOST •Audio MEMORY-MEMORY- QUALCOMM designed 3D hardware ColorColor BufferBuffer • 3D Rastarization • Hardware Z buffer ARMARM 99 • Early Z test CPUCPU – efficient processing and power MOBILEMOBILE • 16K optimized texture cache DISPLAYDISPLAY PROCESSORPROCESSOR Mobile Display Processor • Concurrent 3D rendering & LCD update QDSP-4QDSP-4 • Window/Image scaling, rotation • Transparent, over and under layers • Color conversions 3D3D HWHW AHB BUSES Benefits Defender / • Triangle and pixel system balance Stargate QUALCOMM IP • CPU freed up for game play QUALCOMM IP • Outstanding power/performance ratio • Defender: OpenGL® ES 1.0 Lite • Stargate: OpenGL ES 1.1 Common Z-BUFFERZ-BUFFER •JSR 184 (QVGA)(QVGA) •uiOne™ 3D support Included in MSM Hardware Provides a Better Gaming Experience with Reduced Power (Defender2 examples) CarBen 1 CarBen 1 OpenGL ES Software OpenGL ES Hardware QVGA (320x240) QVGA (320x240) • 15 locked at 15 fps • 15 locked at 15 fps • 137 mA • 117 mA Hardware Software • 157 mA with sound • 130 mA with sound Ducati Extreme 3D Ducati Extreme 3D • 18 fps Max • 65 fps Max BREW OpenGL ES 3D BREW SWERVE 3D QVGA (320x240) QVGA (320x240) • 20 frames per second • 14 frames per second • 156 mA • 169 mA • Industry standard API • Highly Optimized Proprietary 3D API • 40% Higher Frame Rate Over 40 Q3Dimension Hardware Enabled Phones Across 5 Carriers (March 2005) Casio Pantech SGH W43CA Z630 Kyocera IMU170 Motorola LG W44K SCH MS800 VX9800 B630 Sanyo CA W42SA SCH NX9200 B450 Hitachi Moorola W41H MS800 SCH Casio B100 W51CA SCH B540 W51K Kyocera Toshiba W51S W42K DRAPE W46T W51H Kyocera SCH W43K SE W42S B590 SE W42CA SCH Kyocera B300 W51SA W51K W51P W51CA Sanyo Hitachi Toshiba W43SA Kyocera Sanyo W42H W41K W47T SE W44S M1 Samsung Hitachi SPH610 SE W43S W43H SE W41S Casio W41CA OpenGL ES on BREW Other APIs LG LG VX9900 VX9400 Defender2, Defender3, and Stargate Comparison Feature Defender2 Defender3 Stargate API OpenGL ES 1.0 OpenGL ES 1.0 OpenGL ES 1.1 Common Lite Common Lite Common Early Z test Yes Yes Yes Texture compression No Yes Yes Fast texture bypass mode No Yes Yes Fast blending pipeline No Yes Yes Hardware backface culling No No Yes Fast geometry to pixel No No Yes engine interface Point primitive hardware No No Yes Viewport projection No No Yes hardware Trilinear filter hardware No No Yes Single pass multitexture No No Yes combiner Color cache pre-fetch No No Yes “Imageon+” in the MSM7200(A), MSM7500(A), and MSM7600 ARM 9 and ARM 11 Dual CPU • Fixed Point Scaler ARM 9 and ARM 11 Imageon + MSM 3D Engine Architecture • ARM 11 for Game Play QDSP-5 •Audio ARMARM 99 SYSTEMSYSTEM CPUCPU MEMORY 2 Integrated ATI 2D/3D Hardware MEMORY 2 • 2D BLT and Line support • 3D Geometry & Rasterization MODEMMODEM • Texture compression (ATITC) • Hardware color, Z, and stencil buffers SYSTEMSYSTEM MEMORYMEMORY 11 ARM 11 Mobile Display Processor (MDP) ARM 11 (Built-in)(Built-in) • Concurrent 3D rendering & LCD update MMMM CPUCPU • High quality scaling of 3D frames • Orthogonal image rotation MOBILEMOBILE QDSP-5QDSP-5 DISPLAYDISPLAY • Transparent, over and under layers (Audio) • High quality color conversion (Audio) PROCESSORPROCESSOR • Memory, EBI2, MDDI, and TV out ImprovedImproved Benefits • 2D Hardware for high resolution displays 2D/3D2D/3D HWHW • Complete 3D Hardware pipeline AXI BUS (2x64 Bits) • Full audio concurrency (MP3, AAC+, 3DFX) • Integrated high speed memory system COLORCOLOR • 3D: OpenGL ES 1.0+ Common Z,Z, andand • JSR 184, Direct 3D - Shader Model 2 STENCILSTENCIL • 2D: Render2D on BREW, GDI, Direct Draw BUFFERSBUFFERS • uiOne 3D support Included in MSM MSM7500, MSM7200, and MSM7600 Feature Benefits • Highly efficient “fixed function” pipeline • Multitexture per-pixel lighting • Up to 12x more efficient than PSP Shadows x= Glare += Texture 1 Texture 2 Lighted Material (Light Map) Surface Simple Light Map Bump Map Lighting Imageon Requires 1 rectangle Requires 10 triangles with multitexture Requires 1x pixels Requires 1x pixels Requires 2 rectangles 120+ triangles PSP single texture Requires 2x pixels 12x pixels MSM7xxx MDP Scaling Increases Performance by 4x • Very high quality 4 Tap polyphase non-integer scaling • No impact on 3D graphics pipeline performance • 4X peak pixel performance gain by rendering at smaller resolution GPU • Particularly useful for high resolution, small dimension displays • OpenGL ES Extension allows use of scaled or full viewports • Easily port between different size LCDs with similar aspect ratio NOTE: QUALCOMM performance System specifications are native resolution. Effective pixel performance is up to Memory 4X specifications LCD MDPMDP 44 TapTap PolyphasePolyphase ScaleScale Actual output of scale algorithm The MSM7200(A), MSM7500(A), /MSM7600 OpenGL ES 3D Benchmark LCD Size Rendering 5139 Quality CRM Native 480x640 (VGA) Excellent 33.9 fps Native 800x480 (WVGA) Excellent 25.2 fps Scaled 400x240 (WQVGA) Very Good 52.5 fps to 800x480 (WVGA) Specs: 3D Geometry - Avg Triangles Rendered / Frame: 5047* - Models: 3571* Triangles Lighting - Static: 20 Ray traced lights* - Dynamic: Parallel 1x, Point 2x bump-map per-pixel lights Textures - Total Textures: 63* (2.33 MB with compression) Audio - MP3 2x (1.73 MB) Particle Systems - Fire/Smoke, Explosions, Missile Trails, Lens Flares, Motion Blur VGA 7500 FPS: 32 FPS VGA* MSM7200(a), MSM7500(A), MSM7600 Graphics Core Performance Summary Native Effective Peak Perf. Peak Performance Using MDP Scale Triangle rate 4M tri /s 4M tri /s Pixel draw rate 133M pixels /s 532M pixels /s Multitexture draw rate 67M pixels /s 266M pixels /s Z/stencil reject rate 133M pixels /s 532M pixels /s Texture filtering rate 133M bilinear filtered texels /s 532M bilinear filtered texels /s Alpha blending rate 133M pixels /s 532M pixels /s “LT” in the MSM7850 ARM 9 and Scorpion Lite Dual CPU • Fixed Point Scaler ARM 9 Imageon + MSM 3D Engine Architecture • Scaler & Vector Floating Point Scorpion QDSP-5 •Audio ARMARM 99 SYSTEMSYSTEM CPUCPU MEMORY 2 Integrated ATI 3D Hardware MEMORY 2 • Programmable graphics pipeline • Unified vertex and pixel processor MODEMMODEM • Early Z test • Same high quality texture compression and SYSTEMSYSTEM dedicated memory as MSM7x00 ScorpionScorpion MEMORYMEMORY 11 LiteLite (Built-in)(Built-in) Mobile Display Processor (MDP) MMMM CPUCPU • Concurrent 3D rendering & LCD update • Same high quality image/frame processing as MOBILEMOBILE QDSP-5QDSP-5 DISPLAYDISPLAY MSM7x00 (Audio) • Memory, EBI2, MDDI, and TV out (Audio) PROCESSORPROCESSOR Benefits • Programmable graphics effects • Improved performance and efficiency LTLT • Full audio concurrency (MP3, AAC+, 3DFX) AXI BUS (2x64 Bits) • Integrated high speed memory system • Multimedia Interoperability COLORCOLOR • 3D: OpenGL ES 2.0 Z,Z, andand • 3D: JSR 184, Direct 3D Shader Model 3 STENCILSTENCIL • 2D: OpenVG, SVG, GDI, Direct Draw BUFFERSBUFFERS • uiOne support Included in MSM MSM7850 LT Shader Graphics XBOX 360 graphics scaled for
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