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Basic Linux Boot On Open Graphics Card

David Vuorio writes "The Open Graphics Project aims to develop a fully open-source graphics card; all specs, designs, and source code are released under Free licenses. Right now, FPGAs (large-scale reprogrammable chips) are used to build a development platform called OGD1. They've just completed an alpha version of legacy VGA emulation, apparently not an easy feat. This YouTube clip shows Gentoo booting up in text mode, with OGD1 acting as the primary display. The Linux Fund is receiving donations, so that ten OGD1 boards can be bought (at cost) for developers. Also, the FSF shows their interest by asking volunteers to help with the OGP wiki."

4 of 177 comments (clear)

  1. Re:A milestone? by Kotoku · · Score: 5, Funny

    Step 1: Open Graphics Card Step 2: Open Source Factories Step 3: ???? Step 4: Communism!

  2. some kind of useful background by Anonymous Coward · · Score: 5, Informative

    from http://www.osnews.com/permalink?360100 As the original architect of the way VGA is done on this board, perhaps I can offer an explanation. There is perhaps a more straightforward way of implementing VGA than the way we did it. The direct route would require two components. One piece is the host interface that interprets I/O and memory accesses from PCI and manipulates graphics memory appropriate. The other piece is a specialized video controller that is able to translate text (which is encoded in two bytes as an ASCII value and color indices) in real-time into pixels as they're scanned out to the monitor. This is actually how others still do it. To us, VGA is legacy. It should be low-priority and have minimal impact on our design. We didn't want to hack up our video controller in nasty ways (or include alternate logic) for such a purpose, and we didn't want to dedicate a lot of logic to it. Doing it the usual way was going to be too invasive and wasteful. Also, we want eventually to do PCI bus-mastering, which requires some high-level control logic, typically implemented in a simple microcontroller. So we thought, if we're going to have a microcontroller anyhow, why not give it dual purpose. When in VGA mode, the uC we designed (which we call HQ) intercepts and services all PCI traffic to OGD1. Microcode we wrote interprets the accesses and stores text appropriately in graphics memory. Then, to avoid hacking up the video controller, we actually have HQ perform a translation from the text buffer to a pixel buffer over and over in the background. Its input is VGA text. Its output is pixels suitable for our video controller. Aside from the logic reduction, this has other advantages. The screen resolution as seen by the host is decoupled from the physical display resolution. So while VGA thinks it's 640x400, the monitor could be at 2560x1600, without the need for a scaler. It's easily programmable, and we have complete control over how the text is processed into pixels; for instance, we could have HQ do some scaling or use a higher-res font different from what the host thinks we're using. We call it emulation because, in a way, our VGA is implemented entirely in software, albeit microcode that's loaded into or own microcontroller.

  3. Re:Do we want an open source video card? by Animats · · Score: 5, Insightful

    There's not that much mystery about the things. Making a VGA emulator in an FPGA is no big deal. If all you implemented was text mode and mode 13H, it would probably boot Linux. Getting to a card that runs OpenGL is a big job, but not out of reach. The pipeline is well understood, and there are software implementations to look at. As you get to later versions of Direct-X, it gets tougher, because Microsoft controls the documentation.

    But the real problem is that you'll never get anything like the performance of current generation 3D boards with an FPGA. There aren't anywhere near enough gates. You need custom silicon.

  4. Re:Do we want an open source video card? by BikeHelmet · · Score: 5, Informative

    and your line seems to suggest confusion on that part.

    Doesn't seem that way to me. He's just pointing out that when compared to other electronics, we have shockingly little info available.

    Even for CPUs, there are fully documented "open-source" microcontrollers available, but for GPUs there's basically nothing. It is a big mystery, how it's all done. And now we've gone so far that GPUs are doing incredible things like juggling 10,000 threads that manage all the shading when, you fire up a game.

    nVidia and ATI stated GPUs are many times more complex than CPUs, and I fully believe them.