2009年5月9日 星期六
可怕的宅阿媽...
孟母三遷原來其來有自... 成龍說台灣亂其實也不為過...
看來搬家計畫也要放到 queue 裡了... 認真考慮中~
shit! >_<
2009年5月6日 星期三
懺悔時間可能到了...
也許是長時間受制於一堆習慣做錯誤決策再來慢慢修改的人群中吧, 雖盡力保持間距, 長時間下來還是受到不小的影響...
低調後反省再反省... 這是蠍蠍目前僅剩的能力了~~ 何時能尋得再出發的角度呢??
2009年5月5日 星期二
What is easy?
垃圾堆裡檢黃金, 淤泥中找蓮花... boring, but easy, high efficiency~
ps. 功夫還是要練, 方能成為高手...
2009年4月25日 星期六
Redirect to a new site ...
This will link to the new site.
2009年4月20日 星期一
Backyard garden ...
This is a broken picture due to a) high-ISO setting, and b) no stars. It will be replaced when finally the clouds is gone and instead a galaxy of stars appear in the frame of my camera.
2009年4月4日 星期六
An off-time secret mission ...

希望盡快將這個計畫處理到一個段落~ 其它 queue 起來的任務都快發霉了.
這個月多定了好幾個 HBO 頻道, 終於有時間來去轉一轉了 ...
Update: This project has been hosted here. Thanks to the help from Yihsun.
2009年3月18日 星期三
Beagleboard Specification Overview (I)
After spending some time to collect documents of all on-board devices, what is found is the exciting multimedia capability of the MPU and, especially, the IVA2.2 subsystem. IVA is the acronym of Image, Video, and Audio subsystem. It is especially amazing that the SGX module equips an universal shader engine which enables the capability to service not only the MS shader model 3 (VS and PS; GS is not mentioned in the spec so has to be invetigated in advance) and OpenGL2.0 fragment shading language (GLSL), but also, supposely, the programmable video codec engine. Universal shader engine is the trend of GPU design in 2 years ago when I'm still a Direct3D driver engineer.
Following list highlights the important features of the MPU and IVA2.2 subsystems ...1. MPU subsystem modules
- ARM subchip
Cortex-A8 core (r1p1)
ARMv7 ISA (Thumb-2, Jazelle RCT)
NEON SIMD coprocessor (VFP lite, media streaming)
16K I/D L1 cache (4 way set associative, 64 bytes cache line), 256K L2
- INTC (96 synchronous int lines)
- Asynchronous interface with core logic (this probably refers to the AXI interface)
- ICE-Crusher, ETM, ETB modules
2. IVA subsystem features (image/video/audio)
- IVA2.2, based on TMS320DMC64x+ VLIW DSP
- 32-bit fixed point
- VLIW
* 6 ALU
* 8 instructions per cycle, 8 execution units
8x8 MAC (multiply accumulate)
6x6 MAC
((a+b+c) >> 1) interpolation
two 32x32 multiply per cycle
- dynamically mixed 16/32 bit instruction sets
- 32K P(direct-mapped)/D(2-way-set 4bytes cache line) L1 cache, 48K SRAM
64K(2-way-set 128bytes cache line) L2, 32K SRAM, 16K ROM
- private DMAC
128 channel, 1D/2D addressing, 64-bit read x2 and write x2 ports, 32/64 bytes burst
- L1 INTC
- 32 entry MMU
3. PowerVR SGX
- hw 2D operations: vector graphics, BLTs, ROPs
- universal shader engine (MS VS/PS3.0, OGL 2.0)
- geometry dma
- virtualized memory addressing
- programmable video codec support: H264, H263, MPEG4, WMV9, JPEG
- 2048 x 2048 x 24bpp resolution
- 256 24-bit palette entries
- picture-in-picture(overlay), color-space conversion, rotation
- remote frame buffer support
- LCD pixel/bus interfaces (MIPI DPI/DBI 1.0)
- NTSC/PAL CVBS & S-video analog output
4. Four DMA controllers in the system
- sDMA (system DMA)
* one read and write ports
* 32 channels (prioritized)
* 96 hw-reqs
* 256 x 32 FIFO
- EDMA (enhanced DMA)
for IVA2.2 subsystem
- Display DMA
- USB HS DMA
As a novice user of a new development board, the first few things to clarify is the system power and clock distribution and the memory space mapping. Let's forget the former temporarily which is usually just a tedious spec reading, and start with the relatively "interesting" topic: the mapping of the memory space.
According to the TI application processor technical reference manual (spruf98b), the system memory space has two level of partition granularity in the 4G space:
- Level 1 - 4 quaters (Q1, Q2, Q3, Q4), each corresponds to a 1G address space
Q0 (0x00000000 ~ 0x3fffffff)
boot space (1M)
GPMC (1G)
Q1 (0x40000000 ~ 0x7fffffff)
on-chip memory (128M)
boot-rom, SRAM
L4 interconnects (128M)
L4-core (16M), L4-wakeup (256K), L4-peripherals (1M)
L4-emu (64M)
L3 interconnect (128M)
L3-control regs, SMS regs, SDRC regs, GPMC regs (16M each)
SGX (64M)
IVA2.2 (64M)
SDRC-SMS virtual address space (256M)
Q2 (0x80000000 ~ 0xbfffffff)
SDRC cs0 (512M)
SDRC cs1 (512M)
Q3 (0xc0000000 ~ 0xffffffff)
SDRC-SMS virtual address space (512M)
- Level 2 - 8 blocks, 12M each, mapped to target spaces, where target spaces includes:
* Boot Space
1M in GPMC(Q0) or (according to sys_boot5 pin configuration) ...
On-chip ROM(0x40000000~0x400fffff) space
* GPMC Space
1G Q0
8 chip selects
gpmc_ncs0 to gpmc_ncs7
16M ~ 128M each block
programmable base and size
* SDRC space
1G Q2
2 chip selects
sdrc_ncs0 and sdrc_ncs1
64M ~ 512M each block
fixed base (0x80000000), programmable size for sdrc_ncs0
programmable base (default 0xA0000000) and size for sdrc_ncs1
* VRFB / SDRC-SMS (access to SDRC space through the rotation engine)
256M Q1
512M Q3
So now we have an initial view of system bus setup and the deployment of
subsystems and devices in the memory space. Are these listed features excites
you either? Let's examine them one by one in the upcoming study plans.