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Old May 13th, 2008   #1 (permalink)
Eric Cartmenez
 
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Posts: 307
Question how the developers dealing with diferents cycles for each component

Two importants parts are EE and GS, has diferents cycles timing...
EE has 294.912 MHz
GS has 147.456 MHz

When they (or you if you dev this) want to make some component interact with the other (GS sending/receiving data/control from/to EE for example) ? How it is adjust ?

ps: I just use the word component to define stuffs like that SourceForge.net Repository - [pcsx2] View of /pcsx2/GS.cpp
Quote:
Emotion Engine (EE)

* MIPS IV-Subset
* 300 MHz (294.912 MHz)
* 128-bit Integer SIMD
* 128-bit Floating-Point SIMD
* 24KB Cache (16KB Instruction + 8KB Data)
* 16KB Scratch Pad RAM
* Co-Processor 1: FPU
o Floating Point Multiply Accumulator (FMAC) x 1
o Floating Point Divider (FDIV) x 1
o 8KB Cache (4KB Instruction + 4KB Data)
* Co-Processor 2: VU0
o Floating Point Multiply Accumulator (FMAC) x 4
o Floating Point Divider (FDIV) x 1
o 8KB Cache (4KB Instruction + 4KB Data)
* Vector Processing Unit: VU1
o Floating Point Multiply Accumulator (FMAC) x 5
o Floating Point Divider (FDIV) x 2
o 32KB Cache (16KB Instruction + 16KB Data)
* 450 Dhrystone MIPS
* 6.2 GFLOPS
* Geometry:
o 66 Million Polygons per Second (peak)
o 38 Million Polygons per Second (lighting)
o 36 Million Polygons per Second (fog)
o 16 Million Polygons per Second (curved surface generation)
* Image Processing Unit (IPU): MPEG2 Compressed Image Decoder
o 150 Million Pixels per Second
* DMA: 10 channels

Graphics Synthesizer (GS)

* 150 MHz (147.456 MHz)
* 16 Pixel Pipelines
* 2.4 Gigapixels per Second (no texture)
* 1.2 Gigatexels per Second
* Point, Bilinear, Trilinear, Anisotropic Mip-Map Filtering
* Perspective-Correct Texture Mapping
* Bump Mapping
* Environment Mapping
* 32-bit Color (RGBA)
* 32-bit Z Buffer
* 4MB Multiported Embedded DRAM
* 38.4 Gigabytes per Second eDRAM Bandwidth (19.2 GB/s in each direction)
* 9.6 Gigabytes per Second eDRAM Texture Bandwidth
* 150 Million Particles per Second
* Polygon Drawing Rate:
o 75 Million Polygons per Second (small polygon)
o 50 Million Polygons per Second (48-pixel quad with Z and Alpha)
o 30 Million Polygons per Second (50-pixel triangle with Z and Alpha)
o 25 Million Polygons per Second (48-pixel quad with Z, Alpha, and Texture)
* 18.75 Million Sprites per Second (8 x 8 pixel sprites)

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Old May 13th, 2008   #2 (permalink)
PCSX2 Coder
 
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well 147 is actually the BUS speed of the system, which is conveniently, half that of the EE processor itself, but we have some internal timing to compensate for the lower speeds.
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