Page 1:Was It Worth The Wait?
Page 2:Food For Thought: Reasons For This Design
Page 3:Meet The Entire Family
Page 4:Command Processor (CP)
Page 5:Setup Engine
Page 6:Ultra-Threaded Dispatch Processor
Page 8:SIMD Arrays
Page 9:Texture Units
Page 10:Memory Read/Write Cache
Page 11:Render Back-Ends - AA To Z
Page 12:Z Buffers And HiZ
Page 13:Memory Interface And Distribution
Page 14:Tessellation - Needed Or Preemptive?
Page 15:Real World For Games
Page 16:AVIVO-A Lot Of New Hardware
Page 17:AVIVO-A Lot Of New Hardware (Continued)
Page 18:Show Me The Benchmarks!
Page 19:Test Setup
Page 20:Benchmarks Results
Page 21:F.E.A.R. - XP Pro
Page 22:Dude! Where's My Driver?
Page 23:3DMark05 - Vista Ultimate
Page 24:Doom 3 - Vista Ultimate
Page 25:Pricing, Game Bundles And Availability
The Setup Engine is located between the command processor and the ultra-threaded dispatch processor. Notice the programmable tessellator as part of the setup engine?
Characteristically, ATI has had a typical primitive assembly setup / scan converter
because it had a separate vertex shader. You could consider the area before the vertex shader as the setup engine. ATI now only has one shader waiting for all of the different data streams coming in. For this reason, everything between the command processor and the shader core is the shader setup engine.
This engine will do at least three kinds of processing in order to get everything ready for the shaders. Once finished, it will send it into the shader.
It will do all of the vertex assembly, tessellation, addresses of the vertices to be fetched, gets the indices and does some math associated with it. The shader fetches vertices with the data that was computed by the setup unit and then send it down for all of the vertex processing.
It is the same way with geometry. It will fetch all of the near-neighbor information and primitive information. There is a lot of addressing computation done before sending it down to the shader for data computation.
This still does the classic pixel setup. That means getting ready for and the actual acts of scan conversion (rasterization), generating the pixel data which will be sent to the shading through the interpolators. After that the shaders (programs) will execute on the pixel shader.
- Was It Worth The Wait?
- Food For Thought: Reasons For This Design
- Meet The Entire Family
- Command Processor (CP)
- Setup Engine
- Ultra-Threaded Dispatch Processor
- SIMD Arrays
- Texture Units
- Memory Read/Write Cache
- Render Back-Ends - AA To Z
- Z Buffers And HiZ
- Memory Interface And Distribution
- Tessellation - Needed Or Preemptive?
- Real World For Games
- AVIVO-A Lot Of New Hardware
- AVIVO-A Lot Of New Hardware (Continued)
- Show Me The Benchmarks!
- Test Setup
- Benchmarks Results
- F.E.A.R. - XP Pro
- Dude! Where's My Driver?
- 3DMark05 - Vista Ultimate
- Doom 3 - Vista Ultimate
- Pricing, Game Bundles And Availability