TeraScale (microarchitecture)
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TeraScale (microarchitecture)
TeraScale is the codename for a family of graphics processing unit microarchitectures developed by ATI Technologies/Advanced Micro Devices, AMD and their second microarchitecture implementing the unified shader model following ''Xenos (graphics chip), Xenos''. TeraScale replaced the old Pipeline (computing), fixed-pipeline microarchitectures and competed directly with Nvidia's first unified shader microarchitecture named Tesla (microarchitecture), Tesla. TeraScale was used in Radeon HD 2000 series, HD 2000 manufactured in 80 nm and 65 nm process, 65 nm, Radeon HD 3000 series, HD 3000 manufactured in 65 nm and 55 nm, Radeon HD 4000 series, HD 4000 manufactured in 55 nm and 40 nm, Radeon HD 5000 series, HD 5000 and Radeon HD 6000 series, HD 6000 manufactured in 40 nm. TeraScale was also used in the AMD Accelerated Processing Units code-named "Brazos", "Llano", "Trinity" and "Richland". TeraScale is even found in some of the succeeding graphics card ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing unit'' ...
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Single Instruction, Multiple Data
Single instruction, multiple data (SIMD) is a type of parallel processing in Flynn's taxonomy. SIMD can be internal (part of the hardware design) and it can be directly accessible through an instruction set architecture (ISA), but it should not be confused with an ISA. SIMD describes computers with multiple processing elements that perform the same operation on multiple data points simultaneously. Such machines exploit data level parallelism, but not concurrency: there are simultaneous (parallel) computations, but each unit performs the exact same instruction at any given moment (just with different data). SIMD is particularly applicable to common tasks such as adjusting the contrast in a digital image or adjusting the volume of digital audio. Most modern CPU designs include SIMD instructions to improve the performance of multimedia use. SIMD has three different subcategories in Flynn's 1972 Taxonomy, one of which is SIMT. SIMT should not be confused with software th ...
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OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The API is defined as a set of functions which may be called by the client program, alongside a set of named intege ...
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High-Level Shader Language
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently. HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each ...
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Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties. Direct3D contains many ...
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Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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Free And Open-source Graphics Device Driver
A free and open-source graphics device driver is a software stack which controls computer-graphics hardware and supports graphics-rendering application programming interfaces (APIs) and is released under a free and open-source software license. Graphics device drivers are written for specific hardware to work within a specific operating system kernel and to support a range of APIs used by applications to access the graphics hardware. They may also control output to the display if the display driver is part of the graphics hardware. Most free and open-source graphics device drivers are developed by the Mesa project. The driver is made up of a compiler, a rendering API, and software which manages access to the graphics hardware. Drivers without freely (and legally) -available source code are commonly known as ''binary drivers''. Binary drivers used in the context of operating systems that are prone to ongoing development and change (such as Linux) create problems for end users an ...
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SUSE
SUSE ( , ) is a German-based multinational open-source software company that develops and sells Linux products to business customers. Founded in 1992, it was the first company to market Linux for enterprise. It is the developer of SUSE Linux Enterprise and the primary sponsor of the community-supported openSUSE Linux distribution project. While the openSUSE "Tumbleweed" variation is an upstream distribution for both the "Leap" variation and SUSE Linux Enterprise distribution, its branded "Leap" variation is part of a direct upgrade path to the enterprise version, which effectively makes openSUSE Leap a non-commercial version of its enterprise product. In July 2018, Micro Focus International, SUSE's parent company since 2014, announced its plan to sell the business unit to a subsidiary of EQT Partners in the first quarter of calendar year 2019. This acquisition was completed on 15 March 2019, making SUSE a standalone business. Under new ownership, their legal name is SUSE Software ...
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FOSDEM
Free and Open source Software Developers' European Meeting (FOSDEM) is a non-commercial, volunteer-organized European event centered on free and open-source software development. It is aimed at developers and anyone interested in the free and open-source software movement. It aims to enable developers to meet and to promote the awareness and use of free and open-source software. FOSDEM is held annually, usually during the first weekend of February, at the Université Libre de Bruxelles Solbosch campus in the southeast of Brussels, Belgium. History FOSDEM was started in 2000 under the name Open Source Developers of Europe Meeting (OSDEM) by Raphael Bauduin. Bauduin said that since he felt he lacked the brains to properly contribute to the open-source community, he wanted to contribute by launching a European event in Brussels. Bauduin teamed up with Damien Sandras. The team repeated the event. The F (of FOSDEM) was added at the request of Richard Stallman. The event has ...
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SIGGRAPH
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia, a second conference held annually, has been held since 2008 in countries throughout Asia. Overview The conference incorporates both academic presentations as well as an industry trade show. Other events at the conference include educational courses and panel discussions on recent topics in computer graphics and interactive techniques. SIGGRAPH Proceedings The SIGGRAPH conference proceedings, which are published in the ACM Transactions on Graphics, has one of the highest impact factors among academic publications in the field of computer graphics. The paper acceptance rate for SIGGRAPH has historically been between 17% and 29%, with the average acceptance rate between 2015 and 2019 of 27%. The submitted papers are peer-reviewed und ...
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TeraScale (microarchitecture)
TeraScale is the codename for a family of graphics processing unit microarchitectures developed by ATI Technologies/Advanced Micro Devices, AMD and their second microarchitecture implementing the unified shader model following ''Xenos (graphics chip), Xenos''. TeraScale replaced the old Pipeline (computing), fixed-pipeline microarchitectures and competed directly with Nvidia's first unified shader microarchitecture named Tesla (microarchitecture), Tesla. TeraScale was used in Radeon HD 2000 series, HD 2000 manufactured in 80 nm and 65 nm process, 65 nm, Radeon HD 3000 series, HD 3000 manufactured in 65 nm and 55 nm, Radeon HD 4000 series, HD 4000 manufactured in 55 nm and 40 nm, Radeon HD 5000 series, HD 5000 and Radeon HD 6000 series, HD 6000 manufactured in 40 nm. TeraScale was also used in the AMD Accelerated Processing Units code-named "Brazos", "Llano", "Trinity" and "Richland". TeraScale is even found in some of the succeeding graphics card ...
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Mesa (computer Graphics)
Mesa, also called Mesa3D and The Mesa 3D Graphics Library, is an open source implementation of OpenGL, Vulkan, and other graphics API specifications. Mesa translates these specifications to vendor-specific graphics hardware drivers. Its most important users are two graphics drivers mostly developed and funded by Intel and AMD for their respective hardware (AMD promotes their Mesa drivers Radeon and RadeonSI over the deprecated AMD Catalyst, and Intel has only supported the Mesa driver). Proprietary graphics drivers (e.g., Nvidia GeForce driver and Catalyst) replace all of Mesa, providing their own implementation of a graphics API. An open-source effort to write a Mesa Nvidia driver called Nouveau is mostly developed by the community. Besides 3D applications such as games, modern display servers ( X.org's Glamor or Wayland's Weston) use OpenGL/ EGL; therefore all graphics typically go through Mesa. Mesa is hosted by freedesktop.org and was initiated in August 1993 by Brian Paul ...
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