(youssef 2010, assuming you're refering to my post...)
Because high-end SGI gfx always had internal status information which can be sent
back to the application - everything from memory loading, detail management
and scene culling to to how many of each size triangle strip is being processed,
texture upload rates, etc. It's part of the InfiniteReality hardware (and earlier
versions like RE/RE2) and is normally accessed using the Performer API. See:
http://www.sgidepot.co.uk/ir_techreport.html
http://www.sgidepot.co.uk/onyx2/tech_report.pdf
http://www.sgidepot.co.uk/performer.html
http://www.sgidepot.co.uk/performermanpage.txt
Callback mechanisms allow an app to respond to events within the gfx pipe. Just
press F1 within any Performer application that uses perfly and all the info pops
up via overlays. Here's a screenshot of a simple perfly demo showing some of the
info from the gfx hw that an application can access:
http://www.sgidepot.co.uk/misc/perfly.gif
Multiple gfx pipes can be used in parallel via various modes of operation, up to 16
x IR4 (160GB VRAM, 16GB TRAM), though this was just a software limit which was due to
be removed at some point, allowing scalability to at least 256 pipes, but that never
happened - SGI stopped designing gfx hw after IR4 was released in 2002 (IR5/IR6 were
planned, but never released). Here's a typical application example:
http://www.sgidepot.co.uk/onyx2/groupstation.pdf
Note that after 9/11, details of the later Onyx3900 GroupStation using IR4 gfx
were never published (the above is just the older Onyx2 with IR2 gfx), but here's
some arch info:
http://www.sgidepot.co.uk/origin3k.html
http://www.sgi.com/products/remarketed/onyx3000/ir4.html
http://www.sgidepot.co.uk/misc/3353.pdf
Anyway, the gfx functions available are the means by which applications can deliver
guaranteed fixed frame rates, normally 30Hz for older gfx from the early 1990s like
RealityEngine (see www.sgidepot.co.uk/re.html), 60Hz for IR and later versions, using
features such as DVR, with quad-buffered HD stereo available for VR applications, up
to eight HD outputs from one system.
Alas, although NVIDIA based their early gfx hw on IR (a lot of SGI gfx people moved
to NVIDIA, and the SGI manager I reported to when testing the O2 - Ujesh Desai - is
now an NVIDIA marketing manager), they didn't include these inner gfx core feedback
mechanisms into the GF designs (expensive), not even in the Quadro versions. No modern
graphics product offers such features - it's too expensive, and the market has for
the moment moved away from such custom, quality-driven, high-end solutions. These
days, SGI's i7 systems just use Quadro cards.
Ian.