Architecture of the Playstation 2
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Architecture of the Playstation 2
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Re: Architecture of the Playstation 2
#2Re: Architecture of the Playstation 2
#3TLDR: Where the GPU's traditional geometry API mostly worked 1 independent vertex at a time (with a few unsuccessful extensions), Mesh Shaders are a more free-form, compute-shader-like approach where you can load as much arbitrarily-structured data as you can fit in a fixed SRAM then compute however you like and output triangles directly to the rasterizer. Pretty much exactly like the VU1, but with Shader Model 6 syntax.
Re: Architecture of the Playstation 2
#4Re: Architecture of the Playstation 2
#5At some point I got a port of Debian (BlackRhino GNU/Linux) running on my PS2 - slowly, off a USB 1.1 thumbdrive, as I lacked the hard drive / network card adapter. Never got too far with it owing mostly to lack of the network, but in spite of being a 1999 console, it ran X11 at 1080i just fine.
Re: Architecture of the Playstation 2
#6Note this is part of a series: https://www.copetti.org/writings/consoles/
[0] https://www.copetti.org/writings/consoles/mega-drive-genesis...
Re: Architecture of the Playstation 2
#7The PlayStation 2 is actually one of the original reasons I got interested in the computer engineering space. The EE chip is a sort of who's-who of optimization techniques - hardware decoding, vector processing, VLIW architecture (for the VUs), memory bandwidth tailored to keeping the huge amount of functional units busy with a constant stream of math to do. At some point I got a port of Debian (BlackRhino GNU/Linux)…
Re: Architecture of the Playstation 2
#8Does anyone know of the truthiness of such a story? I'm learning FPGA design and even there, when timing is pretty controlled, people end up recommending design patterns where you gate stuff similar to how you would do it in general software design (expecting one branch to go faster than the other, etc)