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Building A GPU From Scratch - Exploring C++ and FPGA

This document provides a comprehensive guide on building a GPU from scratch using C++ and an FPGA, specifically the RTA7 FPGA development board. It covers the fundamentals of VGA signals, the hardware setup, and the software coding process required to generate VGA signals, display patterns, and render graphics. The article emphasizes the versatility of FPGA-based GPU development and encourages readers to explore further complexities in graphics processing.

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0% found this document useful (0 votes)
26 views15 pages

Building A GPU From Scratch - Exploring C++ and FPGA

This document provides a comprehensive guide on building a GPU from scratch using C++ and an FPGA, specifically the RTA7 FPGA development board. It covers the fundamentals of VGA signals, the hardware setup, and the software coding process required to generate VGA signals, display patterns, and render graphics. The article emphasizes the versatility of FPGA-based GPU development and encourages readers to explore further complexities in graphics processing.

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© © All Rights Reserved
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Building a GPU from Scratch: Exploring


C++ and FPGA
Updated on Mar 21,2024

Building a GPU from Scratch: Exploring C++ and


FPGA

Table of Contents
1. Introduction

2. Understanding the GPU and VGA Signal

1. 2.1 The Cathode Ray TVs and Electron Beam

2. 2.2 The VGA Port and Analog Data

3. 2.3 Horizontal and Vertical Sync

3. Creating a GPU Using C++ and FPGA


Top
1. 3.1 Introduction to RTA7 FPGA Development Board

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2. 3.2 The VGA Adapter and Digital-to-Analog Converters

4. Setting Up the C++ Code for VGA Signal Generation

1. 4.1 Using Xilinx's High-Level Synthesis Tool

2. 4.2 Bit Banging GPIOs and Analogous Variables

3. 4.3 Looping and Pipelining for Clock Cycle Synchronization

4. 4.4 Writing Boolean and Logical Expressions

5. Generating the VGA Signal and Displaying Psychedelic Patterns

6. Drawing Textures Using RGB Data

1. 6.1 Understanding the Color Struct and RGB Components

2. 6.2 Fetching the Corresponding Pixel Color

7. Drawing Triangles with Barycentric Coordinates

1. 7.1 Defining Points and Triangles

2. 7.2 Implementing Stack Overflow Code for Triangle Evaluation

3. 7.3 Updating the Main Loop for Triangle Rendering

8. Conclusion

Introduction
Welcome, readers, to this article that delves into the fascinating world of creating a
GPU using C++ and an FPGA. In this guide, we will explore the concepts behind the
VGA signal, understand the functionalities of a GPU, and learn how to generate a VGA
signal using an FPGA development board and a VGA adapter. Whether you are a
technology enthusiast or a curious programmer, this article will provide you with Top

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valuable insights into the process of building a GPU from scratch.

Understanding the GPU and VGA Signal


2.1 The Cathode Ray TVs and Electron Beam
Before we dive into the details of creating a GPU, let's take a moment to understand
the basics of the VGA signal. Think back to the old cathode ray TVs that had a physical
electron gun at the back. This electron beam would scan from left to right across the
display, reading analog data from the red, green, and blue pins on the VGA port. This
scanning process, combined with the coordination of the horizontal and vertical sync,
created the images on the screen.

2.2 The VGA Port and Analog Data


The VGA port, also known as the Video Graphics Array port, is a standardized
connector found on most computers and monitors. It consists of several pins,
including those dedicated to the red, green, and blue analog signals. These analog
signals carry information about the intensity and color of each pixel on the screen,
allowing the GPU to create vibrant and detailed images.

2.3 Horizontal and Vertical Sync


The VGA signal relies on two crucial synchronization signals: horizontal sync and
vertical sync. The horizontal sync signal, which operates at a high voltage, drops to
zero and toggles back to high voltage when the electron beam reaches the end of
each line. This toggle indicates that the beam should move back to the start and move
down one row. The vertical sync signal toggles from high to low and back again to
indicate that we are going back to the start of the display.
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Creating a GPU Using C++ and FPGA


3.1 Introduction to RTA7 FPGA Development
Board
To create our GPU, we will be using the RTA7 FPGA development board. FPGA stands
for Field-Programmable Gate Array, which is a type of integrated circuit that can be
customized using a hardware description language. The powerful capabilities of an
FPGA allow us to implement complex digital circuits that can perform the tasks of a
GPU.

3.2 The VGA Adapter and Digital-to-Analog


Converters
To interface the FPGA with the VGA display, we need a VGA adapter. The VGA adapter
contains three digital-to-analog converters that take binary inputs and use a resistor
ladder to convert them into an analog signal. This simple device acts as a bridge
between the digital circuitry of the FPGA and the analog requirements of the VGA
display.

Setting Up the C++ Code for VGA Signal


Generation
4.1 Using Xilinx's High-Level Synthesis Tool
Now that we have a basic understanding of the hardware setup, it's time to dive into
the software side of things. We will be using Xilinx's high-level synthesis (HLS) tool,
which allows us to convert our C++ code into a digital circuit. The HLS tool analyzes
Top
each expression, line, and function of our code and translates them into a digital

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representation that can be implemented on the FPGA.

4.2 Bit Banging GPIOs and Analogous Variables


To interface with the FPGA, we will treat our variables as analogous to bit-banging
GPIOs in a microcontroller. This means that we will be directly manipulating the
variables to control the behavior of our GPU. The HLS tool will identify if the variables
are being written to or read from and deduce whether they are inputs or outputs.

4.3 Looping and Pipelining for Clock Cycle


Synchronization
In our C++ code, we will have loops that iterate over each row and column of the
display. To ensure synchronization with the clock cycles, we will use a pragma directive
to pipeline the innermost loop. This pipelining allows us to start a new iteration of the
loop on every clock cycle, ensuring that the VGA signal is generated at the correct
frequency.

4.4 Writing Boolean and Logical Expressions


To set the values of horizontal sync, vertical sync, and the red, green, and blue
components of the VGA signal, we will use boolean and logical expressions. These
expressions will determine whether the GPU is inside the display area and whether to
set the colors based on mathematical equations or to set them to zero when outside
the display area.

Generating the VGA Signal and


Displaying Psychedelic Patterns
Top

By combining all the components and steps outlined above, we can now generate the

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VGA signal and display our first patterns on the monitor. Once we have run our code
through the HLS tool and converted it to Verilog using Xilinx's Vivado Package, we can
hook up the clock to the right frequency and point the outputs to the correct
connectors. As a result, we will witness a psychedelic pattern appearing on our
monitor, created by our GPU.

Drawing Textures Using RGB Data


Now that we have successfully generated the VGA signal and displayed patterns, let's
take things further by adding textures to our graphics. We can define a struct called
"color" with red, green, and blue components. We will create a function called "get sky
pixel" that will return a color with specified coordinates. This function will look up the
corresponding pixel in massive arrays of RGB data and allow us to add textured
elements to our graphics.

Drawing Triangles with Barycentric


Coordinates
To enhance the capabilities of our GPU, we can extend our code to draw triangles on
the screen. We can define a point with x and y coordinates and a triangle as three
points. To determine if a given point is inside a triangle, we can implement a well-
known algorithm that utilizes barycentric coordinates. By modifying the main loop and
evaluating whether a point lies within a triangle or not, we can render triangles with
different colors on our display.

Conclusion
In this article, we have explored the fascinating process of creating a GPU using C++
Top
and an FPGA. Starting from understanding the VGA signal and the basic concepts

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behind GPU functionality, we proceeded to set up the necessary hardware and


software components. By utilizing Xilinx's high-level synthesis tool and implementing
the correct logic and expression in our C++ code, we were able to generate a VGA
signal and display patterns, textures, and even triangles on our monitor. This journey
showcases the power and versatility of FPGA-based GPU development and opens
doors to endless possibilities in the field of graphics processing.

Highlights
• Dive into the world of GPU creation using C++ and an FPGA

• Understand the intricate details of the VGA signal and its synchronization

• Build a GPU using the RTA7 FPGA development board and a VGA adapter

• Set up the C++ code for VGA signal generation using Xilinx's HLS tool

• Explore techniques for rendering patterns, textures, and triangles on the screen

• Witness the power and versatility of FPGA-based GPU development

FAQ
Q: What is the purpose of the VGA adapter? A: The VGA adapter acts as a bridge
between the FPGA's digital circuitry and the analog requirements of the VGA display. It
contains digital-to-analog converters that convert binary signals into analog signals
for the VGA display.

Q: Can I use a different FPGA development board for this project? A: While the
examples in this article specifically use the RTA7 FPGA development board, you can
adapt the concepts and code to work with other FPGA development boards. Just
ensure that the board has the necessary capabilities to generate a VGA signal.
Top

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Q: Can I create more complex graphics using this GPU? A: Absolutely! Once you
understand the basic principles and techniques outlined in this article, you can expand
your GPU's capabilities to create even more complex graphics. The sky's the limit!

Resources
• Xilinx's High-Level Synthesis Tool: link

• RTA7 FPGA Development Board: link

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