[HN Gopher] Original source code for the PowerVR Series 1 GPUs
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       Original source code for the PowerVR Series 1 GPUs
        
       Author : HieronymusBosch
       Score  : 128 points
       Date   : 2022-03-23 11:43 UTC (11 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | anthk wrote:
       | >powerVR
       | 
       | I was hoping for the source code of Intel GMA and such, but no
       | luck :p.
        
       | WalterGR wrote:
       | A bit more context here:
       | https://www.phoronix.com/scan.php?page=news_item&px=PowerVR-...
        
       | marcodiego wrote:
       | What does it means for linux/android on old iphones?
        
         | girvo wrote:
         | Nothing. This has nothing to do with PVR mobile chips, but is
         | the drivers for the original desktop cards from the 90s.
        
         | Asmod4n wrote:
         | Nothing, the drivers aren't of use for anything sold this
         | century.
        
       | LelouBil wrote:
       | I really like the fact that they are open sourcing stuff recently
       | ! I'm helping to make linux distros run on chromebooks and
       | mine(the acer chromebook R13) is using a powerVR GPU
       | (https://github.com/hexdump0815/linux-mainline-mediatek-mt81x...)
       | , I struggled a lot trying to use their drivers.
       | 
       | I hope I will be able to use their drivers soon enough !
        
       | mrpippy wrote:
       | There's some mentions of (classic) Mac and RAVE support in the
       | code, but I don't remember any mention of PowerVR cards, games,
       | drivers, etc. on the Mac back in the day. Anyone else?
        
         | bronson wrote:
         | Diamond Multimedia got the hardware working on Macs in 1996.
         | The demos were just outstanding. Trying to make it reliable for
         | real-world games, though, was tedious. Endless triangle
         | mismatches. Nobody was sure how much additional effort would be
         | required to produce a reliable product for sale.
         | 
         | At the time, Diamond's desire for additional Mac revenue was
         | dwindling, along with its share price, so leadership probably
         | made the right call to cancel the project (along with all their
         | future Mac products).
        
       | Aissen wrote:
       | It's really nice to see Imagination's newly gained openness (see
       | https://www.phoronix.com/scan.php?page=news_item&px=Open-Sou...
       | for more context). The company's peak is behind it since Apple
       | slowly dropped their IP. Despite being hurt by their policies
       | during the poulsbo days, I still hope that this isn't a swan song
       | and that it will help their business. Nobody wins with a heavily
       | concentrated GPU market.
        
         | ksec wrote:
         | >The company's peak is behind it since Apple slowly dropped
         | their IP.
         | 
         | They never did. They are still using IMG's IP even today. Just
         | look at their PVRTC support. It was possibly one of the biggest
         | lie ever and caused their stock to collapse. Now they are sold
         | to a Chinese Capital and are pushing towards competing in PC
         | GPU market.
        
           | monocasa wrote:
           | I think it depends on what you mean by IP and it's
           | unfortunate that the hardware space overloads those terms. My
           | understanding is that they aren't using any IMG hardware IP
           | blocks, and are simply licensing a couple ancient patents.
           | 
           | There are large similarities from Apple hiring large portions
           | of the dev staff though. Apparently IMG capped it's tech
           | staff at PS75k/yr total comp and so Apple just opened it's
           | own office across the street.
        
             | [deleted]
        
             | [deleted]
        
           | Aissen wrote:
           | Hum, thanks for the headsup, it was my understanding that the
           | Apple "GPU" compute part was mostly built in-house, and that
           | only the fixed-function part were from Imagination at some
           | point, then dropped. I didn't know they were still using it.
           | Would you have more details ?
        
             | Pulcinella wrote:
             | Imagination and Apple signed some kind of new agreement in
             | 2020 but what that exactly was I am not sure if the details
             | are officially avail able.
             | 
             | https://www.imaginationtech.com/news/imagination-and-
             | apple-s...
        
               | Aissen wrote:
               | It's unclear whether they use hardware blocks or just
               | patent licenses. IMHO a texture format support is not a
               | big enough signal.
        
             | ribit wrote:
             | I think you have all of this right. Parts of IMG IP Apple
             | still uses is the TBDR stuff, compression and some other
             | fixed-function things. It is unclear how much of it Apple
             | has modified. The actual compute and scheduling engine is
             | Apple's own.
        
           | [deleted]
        
       | marcodiego wrote:
       | Looks like it is from 90's era cards, right? Anything that could
       | be of value for modern devices?
        
       | pabs3 wrote:
       | Is this likely to be useful for more recent but still ancient
       | PowerVR mobile GPUs?
        
         | monocasa wrote:
         | No, but it might make Dreamcast emulation better?
        
         | tyingq wrote:
         | Seems not likely:
         | 
         |  _" The first series of PowerVR cards was mostly designed as
         | 3D-only accelerator boards that would use the main 2D video
         | card's memory as framebuffer over PCI."_
        
       | stuaxo wrote:
       | > As of right now, due to licensing concerns we have been unable
       | to supply some libraries and headers provided by SciTech Software
       | for "The Universal VESA VBE" However, this was only used for the
       | Tomb raider port, in order to tell the PCX hardware the details
       | of the framebuffer.
       | 
       | Fair enough - who can we contact to try and get UniVBE open
       | sourced? There's a lot of early graphic card info locked in
       | there.
        
       | jbverschoor wrote:
       | Title is wrong... misleading.. clickbait.. and the whole post is
       | super irrelevant because of it.
        
       | w0mbat wrote:
       | This is what the company pivoted to in the 90s when their
       | VideoLogic video overlay card business went out of fashion. They
       | have been adept at changing course multiple times.
        
       | pavlov wrote:
       | I had one of these around 1997. It was pretty fast and
       | affordable, but had some major holes in its feature set. I
       | remember it didn't support OpenGL style custom blending, so a
       | game that rendered explosions using an additive-blended sphere
       | would just display an opaque expanding sphere.
       | 
       | Games that were specifically tuned for its feature set could look
       | great though. These cards had sharper VGA output than the 3dfx
       | Voodoo which required an analog passthrough from a separate 2D
       | graphics card (the Voodoo was a pure 3D accelerator).
       | 
       | I thought about getting a 3dfx Voodoo but then realized I don't
       | really play 3D games anyway. The PowerVR clocked in maybe four
       | hours of total use by me, and nobody wanted the card because of
       | its reputation.
        
         | rasz wrote:
         | >These cards had sharper VGA output than the 3dfx Voodoo
         | 
         | These cards had no VGA output whatsoever, and rendered straight
         | to dedicated 2D cards framebuffer.
        
         | kmeisthax wrote:
         | "Explosions don't alpha-blend correctly" is particularly odd
         | given that TBDR's strength was supposed to be alpha blending.
        
         | wsc981 wrote:
         | Ah that makes me wonder if my father's PC had a similar GPU.
         | 
         | I played Half-life at the time, and shortly after the tentacle
         | boss, you'd had to swim underwater. However this water was just
         | rendered in a opaque color, so at that point I could not finish
         | the game. Not an idea where to go.
        
           | justsomehnguy wrote:
           | (A 20 years late) hint - just switch to software mode, duh.
        
       | marcodiego wrote:
       | Code is problematic: multilne defines:
       | https://github.com/powervr-graphics/PowerVR-Series1/blob/c8c...
       | Looks like they didn't know the "do{...}while(0)" trick.
        
         | tom_ wrote:
         | Defines in a .c file (or .cpp, .m, etc.) are special-purpose
         | and don't have to be suitable for use in all contexts.
        
       | david-gpu wrote:
       | Grandpa story time!
       | 
       | My first job was at Imagination Technologies in 2006, working on
       | the first SGX chips that shipped in the iPhone 3GS and the first
       | iPad. I did not last long.
       | 
       | At that time the folks at Apple would send us mockup UI apps with
       | placeholder textures, just to test the performance on the chip.
       | They told us they were building the next generation of the Apple
       | TV -- only much later we learned we had been working on the first
       | iPad.
       | 
       | Working there was a pretty surreal experience. We were
       | understaffed and underpaid. To a first approximation the teams
       | consisted of a core group of British engineers alongside with a
       | revolving door of young European immigrants like myself.
       | 
       | Every Friday morning we would be offered free doughnuts in the
       | canteen, and since the nicest ones were in short supply, some
       | people would arrive early and wait. The coffee came from a
       | vending machine and was terrible, though.
       | 
       | There were some heroic efforts to ship stuff on time, especially
       | on the hardware side of things. I have mad respect for the people
       | who worked there under those circumstances.
        
         | jacquesm wrote:
         | It is always frustrating to see the people that underpin these
         | massive financial successes mistreated like this.
        
           | nomel wrote:
           | > that underpin these massive financial successes
           | 
           | It very often takes hard, non ideal, working conditions to
           | _make_ financial success. This story is from a period before
           | that success.
        
           | dboreham wrote:
           | Vending machine coffee was pretty standard back then in UK
           | tech offices.
        
             | astrange wrote:
             | American ones too - there may have been an espresso bar,
             | but the free option for us was a Starbucks "iCup" machine
             | whose output tasted and smelled nasty.
             | 
             | Now that I think about it, maybe we should've checked the
             | water supply.
        
           | ChuckNorris89 wrote:
           | It's pretty standard in Europe semi/HW sector as it's no SV,
           | so there's no massive cluster where people can quickly find
           | alternate employment at a competitor across the road if they
           | get mistreated by an employer. In the EU semi space, changing
           | jobs, often means changing country, which implies a lot of
           | friction many people can't or don't want to deal with.
        
           | david-gpu wrote:
           | To be fair, the company was hemorrhaging money at the time.
           | The main "office" building, where I worked, was actually a
           | run down warehouse in the middle of nowhere. Compare the
           | following two pictures, from 2009 [1] and from 2017 [2].
           | 
           | [1] https://www.google.com/maps/place/Imagination+Technologie
           | s/@...
           | 
           | [2] https://www.google.com/maps/place/Imagination+Technologie
           | s/@...
        
             | ChuckNorris89 wrote:
             | _> The main "office" building, where I worked, was actually
             | a run down warehouse in the middle of nowhere._
             | 
             | That's nothing, I used to work for one of Europe's biggest
             | semi companies and some of our offices were made of
             | shipping containers lol.
             | 
             | IIRC even the mighty Intel had to completely overhaul their
             | offices in 200? after some Jay Lenno visit embarrassed them
             | for looking like the '80's.
             | 
             | Why is it that SW companies pride themselves with nice
             | offices while semi/HW companies have some run down trailer
             | park offices and see no issue with that?
        
       | megous wrote:
       | SGX544 next... that could actually be useful to someone. Like
       | people with 8 year old already outdated tablets.
        
       | nebula8804 wrote:
       | This is exciting! If they open source Power VR 2 then would help
       | enable deeper understanding of the Sega Dreamcast's GPU right?
       | 
       | If I recall correctly the SH-4 CPU arch is already open. Just
       | imagine documenting the console completely at a deep level!
       | 
       | Wonder if it might enable some now innovative ideas. We see lots
       | of those open source "retro" consoles popping up that rely on old
       | now open and documented 8-bit CPUs. Maybe this could allow the
       | creation of some "Retro" 3d consoles?
        
       | JoachimS wrote:
       | Please update the title to clarify that it is the source for the
       | driver, not the GPU chip.
        
       | snvzz wrote:
       | For the drivers. Not the GPUs.
        
       | greatgib wrote:
       | Awesome, after so many years they finally open source it!
        
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       (page generated 2022-03-23 23:01 UTC)