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3D Graphics Content Over OCP

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CPU, memory and graphics bus form an own unity connected by the north bridge ... sets the performance upper limit for memory intensive scenes (e.g. blending) ... – PowerPoint PPT presentation

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Title: 3D Graphics Content Over OCP


1
3D Graphics Content Over OCP
  • Martti Venell
  • Sr. Verification Engineer
  • Bitboys

2
Mobile Graphics Trends
  • Multimedia phone shipments with multimedia
    accelerator

3
Graphics Architectures Traditionally
  • CPU, memory and graphics bus form an own unity
    connected by the north bridge
  • Graphics processor has dedicated memory
  • Memory bandwidth hungry

4
Block Diagram of the Bus Interface
5
Key Features Pipeling
  • Pipelining in the OCP Specification the return
    of read data and the provision of write data may
    be delayed after the presentation of the
    associated request
  • Bus latencies can be compensated by sending
    outstanding requests
  • Compensation of the bus latencies can be achieved
    with
  • Intelligent pre-fetching mechanisms
  • Smart caching

6
Key Features Byte Enables
  • Transfers of less than a full word of data are
    supported by providing byte enable information
    that specifies which octets are to be
    transferred.
  • When writing 256 bit burst to the color buffer
    some pixels are wanted to stay as they were
  • Not supported by all bus protocols
  • When writing 256-bit burst of the data, all
    pixels may not be valid
  • With BE support full burst can be utilized
  • Without BE support many different short writes
    must be done

7
Key Features Threading
  • Supports concurrency and out-of-order processing
    of transfers
  • Multiple sources of memory accesses
  • Gives an opportunity for different speed memory
    fetches
  • Simplifies the design, because return data can be
    identified with the ID

8
The SoC System From a 3D Graphics Point of View
  • Three aspects memory bandwidth, system bus and
    the graphics processor
  • Memory bandwidth sets the performance upper limit
    for memory intensive scenes (e.g. blending).
  • Latency compensation drives the configuration of
    the graphics core within the limits allowed by
    the system bus.
  • Computational intensive (e.g. complicated
    shading) scenes are limited to the graphics
    processors pipeline efficiency and clock
    frequency.

9
Systems Bus Architecture 1/2
  • Limitations maximum burst size and the
    availability of pipelining requests
  • Since the main memory accesses are targeted to
    the external DRAM it makes sense to make long
    burst accesses over the system bus
  • Various smart caching schemes are applied to make
    sure that none of the system bandwidth goes to
    waste
  • The availability of byte enables in the graphics
    processors bus interface helps maximize the
    burst size since there is no need to split
    potential long bursts into smaller ones

10
Systems Bus Architecture 2/2
  • The second issue is the memory latency of the
    system which includes the total latency from the
    graphics processor to the external memory and
    back
  • One efficient way to compensate for this latency
    is to send multiple outstanding requests to the
    bus interface
  • By pipelining the requests in this way a
    continuous data stream can be fed to the memory
    bandwidth hungry graphics processor
  • Older bus interfaces, such as AMBA AHB 2.0, does
    not support pipelining or byte enables.

11
Bus Interface Verification Environment
  • Two verification environments (Arbiter/Master,
    Input/Slave)

12
OCP Design and Verification Project Conclusions
  • Good features
  • Pipelining
  • Byte enables
  • Good parameterised approach
  • Customer dependent configurations
  • Only necessary features are implemented
  • Simple to design and verify
  • Cycle from customer requirements to design and
    verification is short
  • Fewer bugs due to simplicity

13
Future Trends in Mobile Graphics Acceleration
  • Display resolution sizes will be larger and of
    higher quality
  • This is why graphics processor technology must be
    scalable not to increase the memory bandwidth too
    much when display resolutions increase
  • So called immediate mode rendering is used in
    Bitboys' products and this will be the key issue
    in terms of memory bandwidth
  • It is also very easy to scale the caches of the
    graphics processor or the bus architecture
  • OCP 2.0 shows already good features, which are
    needed in cutting edge multimedia technology
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