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holger



Joined: 18 Aug 2005
Posts: 204

PostPosted: Sat Dec 16, 2006 6:40 am    Post subject: gpu Reply with quote

just 2 notes:

This article claims to know that "the RSX GPU is 'NV47 based.' Beyond3D notes that NV47 was a code-name for G70, the GPU better known as the GeForce 7800."
http://www.watch.impress.co.jp/game/docs/20060329/3dps309.htm
also http://www.techreport.com/onearticle.x/9683 and http://news.teamxbox.com/xbox/9132/PlayStation-3-GPU-More-Powerful-than-GeForce-7800/

These guys started writing a disassembler and some tools for NV gpu investigation:
http://nouveau.freedesktop.org/wiki/
http://nouveau.cvs.sourceforge.net/nouveau/renouveau/

maybe worth a closer look.
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holger



Joined: 18 Aug 2005
Posts: 204

PostPosted: Sat Dec 16, 2006 7:51 am    Post subject: Reply with quote

addendum: ASCII logs for different GPU revisions, some of them including GLSL/shader disassembly, can be found on http://nouveau.sourceforge.net/tests/. At first glance this tool seems to be quite useful...
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jimparis



Joined: 10 Jun 2005
Posts: 1179
Location: Boston

PostPosted: Sat Dec 16, 2006 5:06 pm    Post subject: Reply with quote

We don't get any access to the GPU from Linux, so unless/until someone figures out how to run native code without the hypervisor, there's not much we can do with this info.
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ooPo
Site Admin


Joined: 17 Jan 2004
Posts: 2032
Location: Canada

PostPosted: Sun Dec 17, 2006 10:48 am    Post subject: Reply with quote

Its only a matter of time. There's nothing wrong with doing up some research in the meantime.
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Sun Dec 17, 2006 12:38 pm    Post subject: Reply with quote

Programming the RSX could be interesting, but if you
want to write programs, which many users can use, it is a dead-end, because Sony will fix any bugs with firmware updates and then it's like on the PSP.

So better concentrate on the SPEs. It is even possible to do nearly real time ray tracing with it: http://www.rapidmind.net/samples.php and OpenGL works already with some frames per second for complex game scenes, without any optimization: http://www.youtube.com/watch?v=LpvIHFBoMNk . I've compiled Mesa for 64 bit. Currently I'm trying OSMesa for direct framebuffer access. Holger has some nice ideas, how to improve the speed of Mesa.
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