GS Users Manual Supplement
GS Users Manual Supplement
The GS User’s Manual Supplement is supplied pursuant to and subject to the terms of the Sony Computer
Entertainment PlayStation® license agreements.
The GS User’s Manual Supplement is intended for distribution to and use by only Sony Computer
Entertainment licensed Developers and Publishers in accordance with the PlayStation® license agreements.
Unauthorized reproduction, distribution, lending, rental or disclosure to any third party, in whole or in part, of
this book is expressly prohibited by law and by the terms of the Sony Computer Entertainment PlayStation®
license agreements.
Ownership of the physical property of the book is retained by and reserved by Sony Computer Entertainment.
Alteration to or deletion, in whole or in part, of the book, its presentation, or its contents is prohibited.
The information in the GS User’s Manual Supplement is subject to change without notice. The content of this
book is Confidential Information of Sony Computer Entertainment.
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Contents
1. Details of Drawing...................................................................................................................................................................5
1.1. Pixel Drawing Order and Page Breaks ..........................................................................................................................6
1.2. Parallel Pixel Engines.......................................................................................................................................................8
1.3. Pipelines of Pixel Engines ...............................................................................................................................................9
1.4. Details of Texture Mapping ..........................................................................................................................................10
1.4.1. Texture Page Buffer................................................................................................................................................10
1.4.2. Reloading Data to Texture Page Buffer...............................................................................................................10
2. Details of AA1 Processing....................................................................................................................................................11
2.1. Overview of AA1 ...........................................................................................................................................................12
2.2. AA1 Drawing for Triangle Primitives .........................................................................................................................13
2.2.1. AA1 Drawing for Triangle.....................................................................................................................................13
2.2.2. AA1 Drawing for Triangle Strip / Triangle Fan ................................................................................................15
2.3. AA1 Drawing for Line Primitives ................................................................................................................................17
2.3.1. AA1 Drawing for Line ...........................................................................................................................................17
2.3.2. AA1 Drawing for Line Strip..................................................................................................................................17
2.4. Notes on AA1 Drawing.................................................................................................................................................18
2.4.1. Effect on Drawing by Primitive Drawing Order................................................................................................18
2.4.2. Width of Antialiasing Area ....................................................................................................................................18
2.4.3. Extrapolation Value of Antialiasing Area............................................................................................................19
2.4.4. Thickness of AA1 Line ..........................................................................................................................................20
3. Host Interface.........................................................................................................................................................................21
3.1. Input FIFO .....................................................................................................................................................................22
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1. Details of Drawing
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Lin ea r
In t er pola t ion
Lin ea r
In t er pola t ion
Lin ea r
In t er pola t ion
Y
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32
A
64
96 B
128
160
192
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31
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The RMW penalty occurs regardless of whether Alpha-blending is set on or off. Note that the RMW penalty
grows larger when filling the rectangular area with Point primitives or drawing a Sprite repeatedly on the same
area for special effects.
Writing to the same rectangular area at an interval of less than 7 cycles will incur the RMW penalty. Also beware
of the rectangular area of 2x8 pixels in height and width, i.e. the units in which write operation to local memory
is made. However, it is more important not to extend over pages, since the penalty by a page break is larger.
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UV Va lu e
Rea d a pa ge
a s n ecessa r y
Texel
Va lu e
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In other words, by using the Alpha-blending function, AA1 adds the blurred area drawing (which merges into
the background) to the perimeter of the primitive.
The following sections provide more details about processing.
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0 ↑ 1.0
Cover a ge
X
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P ixels dr a wn over
by t h e n ext Tr ia n gle
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P ixels t h a t a r e
Alph a -blen ded t wice
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Cover a ge
1.0 ↓ 0
0 ↑ 1.0 0
X Cover a ge
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Scr een
An t ia lia sin g a r ea dr a wn
a t a la t er t im e a ppea r s a t
a closer posit ion
Color s t h a t t h e or igin a l
pr im it ive does n ot h a ve
a ppea r
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1. Perform drawing in the frame buffer with a vertical resolution of 448 or 480 lines
2. When displaying the image, reduce it in a vertical direction using the bilinear filter or perform interlace
read
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3. Host Interface
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