This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes.
In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones.
Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.
Author(s): Jon Peddie
Edition: 1
Publisher: Springer
Year: 2023
Language: English
Pages: 442
City: Cham
Tags: Computer Graphics; Mobile GPU's; Game Consoles; Ray Tracing; Mesh Shading
Foreword
Preface
The Author
A Lifetime of Chasing Pixels
Acknowledgments and Contributors
Contents
List of Figures
List of Tables
1 Introduction
1.1 Programmable Vertex and Geometry Shaders (2001–2006)
1.1.1 Nvidia NV20—GeForce 3 (February 2001)
1.1.2 ATI R200 Radeon 8500 (August 2001)
1.1.3 Nvidia’s NV25–28—GeForce 4 Ti (February 2002)
1.1.4 ATI’s R300 Radeon 9700 and the VPU (August 2002)
1.1.5 SiS Xabre—September 2002
1.1.6 The PC GPU Landscape in 2003
1.1.7 Nvidia NV 30–38 GeForce FX 5 Series (2003–2004)
1.1.8 ATI R520 an Advanced GPU (October 2005)
1.2 Conclusion
References
2 The Third- to Fifth-Era GPUs
2.1 The Third Era of GPUs—DirectX 10 (2006–2009)
2.1.1 Nvidia G80 First Unified Shader GPU (2006)
2.1.2 Nvidia GT200 Moving to Compute (2008)
2.1.3 Intel Larrabee to Phi (2006–2009)
2.1.4 Intel’s GM45 iGPU Chipset (2007–2008)
2.1.5 Intel’s Westmere (2010) Its First iGPU
2.2 The Fourth Era of GPUs. October 2009
2.2.1 The End of the ATI Brand (2010)
2.2.2 AMD’s Turks GPU (2011)
2.2.3 Nvidia’s Fermi (2010)
2.2.4 AMD Fusion GPU with CPU (January 2011)
2.2.5 Nvidia Kepler (May 2013)
2.2.6 Intel’s iGPUs (2012–2021), the Lead Up to dGPU
2.2.7 Nvidia Maxwell (2014)
2.3 The Fifth Era of GPUs (July 2015)
2.3.1 AMD’s CGN RX380 (June 2016)
2.3.2 Intel’s Kaby Lake G (August 2016)
2.3.3 Nvidia
2.3.4 AMD’s Navi RDNA Architecture (July 2019)
2.3.5 Summary
2.3.6 Intel’s Whisky Lake 620 GT2 iGPU (2018)
2.3.7 Intel’s Gen 11 iGPU (March 2019)
2.3.8 Summary
2.4 Conclusion
References
3 Mobile GPUs
3.1 Organization
3.2 Mobiles: The First Decade (2000–2010)
3.3 Imagination Technologies First GPU IP (2000)
3.3.1 Summary
3.4 Arm’s Path to GPUs (2001)
3.4.1 Falanx
3.4.2 Mali Family (2005)
3.4.3 More Cores
3.4.4 Balanced, Scalable, and Fragmented
3.4.5 More Designs
3.5 Fujitsu’s MB86292 GPU (2002–)
3.5.1 IMB86R01 Jade
3.5.2 Several Name Changes
3.6 Nvidia’s Tegra—From PDAs to Autonomous Vehicles and consoles (2003–)
3.6.1 Tegra is Born
3.6.2 Nvidia Enters the Automotive Market (2009)
3.7 Bitboys 3.0 (2002–2011)
3.7.1 End Game: Bitboys’ VG (2003)
3.8 Qualcomm’s Path to the Snapdragon GPU (2004–)
3.8.1 The Adreno GPU (2006)
3.9 SECOND DECADE of Mobile GPU Developments (2010 and on)
3.10 Siru (2011–2022)
3.10.1 Samsung
3.11 Texas Instruments OMAP (1999–2012)
3.12 Arm’s Midgard (2012)
3.12.1 Arm’s Bifrost (2018)
3.12.2 Arm’s Valhall (2019)
3.12.3 Valhall Architecture
3.12.4 Arm Epilogue
3.12.5 Second Epilogue
3.13 Nvidia Leaves Smartphone Market, 2014
3.13.1 Xavier Introduced (2016)
3.14 Qualcomm Snapdragon 678 (2020)
3.15 Qualcomm Snapdragon 888 (2020)
3.16 Apple’s M1 GPU and SoC (2020)
3.16.1 Apple’s M1 Pro GPU (2021)
3.16.2 Apple’s M1 Ultra (2022)
3.16.3 Summary
3.17 Conclusion
References
4 Game Console GPUs
4.1 Sony PlayStation 2 (2000)
4.2 Microsoft Xbox (2001)
4.2.1 Epilogue
4.3 Sony PSP (2004)
4.4 Xbox 360—Unified Shaders and Integration (November 2005)
4.4.1 The Xbox 360 GPU
4.4.2 The Many Versions of Xbox 360
4.4.3 Updated Xbox 360—Integrated SoC (August 2010)
4.5 Nintendo Wii (November 2006)
4.6 Sony PlayStation 3 (2006)
4.7 Nintendo 3DS (June 2011)
4.8 Sony PS Vita (December 2011)
4.9 Eighth-Generation Consoles (2012)
4.10 Nintendo Wii U (November 2012)
4.11 CPUs with GPUs Lead to Powerful Game Consoles (2013)
4.12 Nvidia Shield (January 2013–2015)
4.12.1 A Grid Peripheral?
4.12.2 But Was It Disruptive?
4.13 Sony PlayStation 4 (November 2013)
4.14 Microsoft Xbox One (November 2013)
4.15 Nvidia Shield 2 (March 2015)
4.16 Playmaji Polymega (February 2017)
4.17 Nintendo Switch (March 2017)
4.18 Atari VCS (June 2017)
4.19 Zhongshan Subor Z-Plus Almost Console (2018–2020)
4.20 Sony PlayStation 5 (November 2020)
4.21 Microsoft Xbox Series X and S (November 2020)
4.22 Valve Steam Deck Handheld (July 2021)
4.23 Qualcomm Handheld Dec (2021)
4.24 Conclusion
References
5 Compute Accelerators and Other GPUs
5.1 Sun’s XVR-4000 Zulu (2002) the End of an Era
5.2 SiliconArts Ray Tracing Chip and Intellectual Property (IP) (2019)
5.2.1 RayCore 1000
5.2.2 RayCore 2000
5.2.3 RayCore Lite
5.2.4 Road Map
5.2.5 Summary
5.3 Intel Xe Architecture-Discrete GPU for High-Performance Computing (HPC) (2019)
5.4 Compute GPU Zhaoxin (2020)
5.5 MetaX (2020–)
5.5.1 MetaX Epilogue
5.6 XiangDiXian Computing Technology (2020)
5.7 Bolt Graphics (2021–)
5.8 Jingjia Micro Series GPUs (2014)
5.9 Alphamosaic to Pi via Broadcom (2000–2021)
5.10 The Other IP Providers
5.10.1 AMD 2004
5.10.2 Digital Media Professionals Inc. (DMP Inc.) 2002
5.10.3 Imagination Technologies 2002
5.10.4 Think Silicon (2007)
5.10.5 VeriSilicon
5.11 Nvidia’s Ampere (May 2020)
5.11.1 A Supercomputer
5.12 Imagination Technologie’s Ray Tracing IP (2021)
5.12.1 Summary
5.13 Nvidia’s Mega Data Center GPU Hopper (2022)
5.13.1 Summary
5.14 Conclusion
References
6 Open GPU Projects (2000–2018)
6.1 Open Graphics Project (2000)
6.2 Nyuzi/Nyami (2012)
6.3 MIAOW (2015)
6.4 GPUOpen (2015)
6.5 SCRATCH (2017)
6.6 Libre-GPU (2018)
6.7 Vortex: RISC-V GPU (2019)
6.8 RV64X (2019)
6.9 Conclusion
References
7 The Sixth Era GPUs: Ray Tracing and Mesh Shaders
7.1 Miners and Taking a Breath
7.2 Nvidia’s Turing GPU (September 2018)
7.2.1 Ray Tracing
7.2.2 Hybrid-Rendering: AI-Enhanced Real-Time Ray Tracing
7.2.3 Summary
7.3 Intel–Xe GPU (2018)
7.3.1 Intel’s Xe Max (2020)
7.3.2 Intel’s dGPU Family (2021)
7.3.3 DG1
7.3.4 Summary
7.4 AMD Navi 21 RDNA 2 (October 2020)
7.4.1 AMD Ray Tracing (October 2020)
7.4.2 FidelityFX Super Resolution (March 2021)
7.4.3 Summary
7.5 Innosilicon (2021)
7.5.1 The GPU Population Continued to Expand in 2021
7.5.2 Summary
7.6 Conclusion
References
8 Concluding Remarks
References
Appendix A Acronyms
Appendix B Definitions
Index