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Pongsagon vichit

@mattdiygraphics.bsky.social
15 followers 8 following 23 posts

Amateur FPGA designer

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Pongsagon vichit @mattdiygraphics.bsky.social · 10/05/2026
I am using Basys 3 to test the design before submitting it to TinyTapeout to fab an ASIC. Do you submitting anything to this project too? They also run a VGA demoscene competition, many cool retro graphics trick ideas.
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Pongsagon vichit @mattdiygraphics.bsky.social · 09/05/2026
@willflux.bsky.social Thanks to your FPGA & Verilator tutorial that provide valuable material for me to start doing graphics hardware. ProjectF site and Steven Hugg’s book are absolute gems.
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Pongsagon vichit @mattdiygraphics.bsky.social · 08/05/2026
As a big fan of mac, really love your mac series. I got a working mac plus on my desk that has been recapped by another mac lover.
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Pongsagon vichit @mattdiygraphics.bsky.social · 08/05/2026
Your tutorial on FemtoRV is very insightful, especially the part about compiling c to machine code. It really clarified the hardware-software interface. I am planning to use a modify version of FemtoRV on the next tapeout. I also have my 4x4 tiles chip on this shuttle too 😄.
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Pongsagon vichit @mattdiygraphics.bsky.social · 22/04/2026
TinyGPU v3.0 is coming with a programmable pixel shader. Tested on FPGA and submitted to the #TinyTapeout May shuttle (~290k transistors). This Chameleon demo is a tribute to the #GeForce 3, the first programmable GPU released 25 years ago. github.com/pongsagon/tt...
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Pongsagon vichit @mattdiygraphics.bsky.social · 26/11/2025
Thanks. It is about 1k gates for a tile. I am using 16 tiles. For the transistor count, I used a script from github.com/htfab/sky130.... It accumulates transistors based on standard cell types.
github.com
GitHub - htfab/sky130-cellstats
Contribute to htfab/sky130-cellstats development by creating an account on GitHub.
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Pongsagon vichit @mattdiygraphics.bsky.social · 03/11/2025
Spec: - GPU can performs transformation & lighting, rasterization - 4-bit double buffer, 8-bit z buffer store on QSPI RAM - max tri 1K - backface culling - 1 directional light, flat shading - use Gamepad to transform the model & light - run at 25Mhz. When fab, it will use around 200k transistor
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Pongsagon vichit @mattdiygraphics.bsky.social · 03/11/2025
TinyGPU v2.0. A standalone GPU that can display a model file from Flash.Render 1K tri at 6.5fps in 320x240, 4-bit color. Tested on Basys3 FPGA. Submitted to the upcoming #TinyTapeout shuttle. more spec 🧵. git: github.com/pongsagon/tt...
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Pongsagon vichit @mattdiygraphics.bsky.social · 25/10/2025
TinyGPU v2.0. Just completed the rasterization with z-buffer part I am trying to finished transformation & lighting part before the upcoming #TinyTapeout shuttle.
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Pongsagon vichit @mattdiygraphics.bsky.social · 22/10/2025
Great! Thanks
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Pongsagon vichit @mattdiygraphics.bsky.social · 21/10/2025
Just got the Pmod today. To use QSPI Pmod that was plugged into Audio Pmod, do I have to cut the trace of RAM B?(sacrifice RAM B to make room for audio) Thanks for your work. 👍
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Pongsagon vichit @mattdiygraphics.bsky.social · 11/06/2025
Nice one. Glad that someone finally do RP2350 with DVI. I have wait for Adafruit to do it but it seem that they dont do it this time. I really like their Feather RP2040 DVI. I bought them a lot to do keychain size 2D/3D game console projects.
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Pongsagon vichit @mattdiygraphics.bsky.social · 10/06/2025
I see. At first, I think you are using a QSPI pmod with two RAM. I am using your QSPI pmod on my next TinyTapeout project. Trying to study your qspi controller code. Thanks a lot for sharing it.
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Pongsagon vichit @mattdiygraphics.bsky.social · 09/06/2025
When do you write new pixels to the buffer on PSRAM? From my understanding, you use all the RAM bandwidth in the non-blanking interval. Is blanking interval enough to write all the pixels? Thanks.
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Pongsagon vichit @mattdiygraphics.bsky.social · 03/04/2025
Thank you again for your answer. It seems more complicated than I though. Since, I have almost zero knowledge in DDR now. I cannot extraploate all the RAM issues that you are planning to manage. I will surely going to come back to read this again. 🙏
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Pongsagon vichit @mattdiygraphics.bsky.social · 02/04/2025
This post is a gem, valuable experiment. How do you plan to do time sharing of your RAM with the framebuffer, texture and geometry data?
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Pongsagon vichit @mattdiygraphics.bsky.social · 02/04/2025
Not sure I understand it. I have not try DRAM yet. So the bottleneck is the RAM bandwidth right? You are using 16 rasterizers (that can output 16 pixels at a time) because they would reach the peak bandwidth of your DRAM spec. No reason to do more than 16 rasterizers.
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Pongsagon vichit @mattdiygraphics.bsky.social · 02/04/2025
Ok, so the no framebuffer version, your strategy is to max out BRAM to buy more time for beam race right? Instead of using just double line buffers. Nice.
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Pongsagon vichit @mattdiygraphics.bsky.social · 02/04/2025
Wow, thanks a lot for your detailed answer. Please allow me to buy you a cup of coffee for this haha. You really are the Taylor Swift of FPGA. Never disappoint his fan.
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Pongsagon vichit @mattdiygraphics.bsky.social · 01/04/2025
PS. I just received my Tinytapeout Tiniest ASIC GPU back. It work 😁. github.com/pongsagon/tt.... Your comment on my design would be invaluable to me. Thanks.
github.com
GitHub - pongsagon/tt07-tiniest-gpu: A tiniest GPU that can render only two texture mapped triangles
A tiniest GPU that can render only two texture mapped triangles - GitHub - pongsagon/tt07-tiniest-gpu: A tiniest GPU that can render only two texture mapped triangles
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Pongsagon vichit @mattdiygraphics.bsky.social · 01/04/2025
Thanks for the blog. Two questions sir. 1. When writing pixels from 16 rasterizers, do you write to the same framebuffer or do you have 16 little framebuffers that stitched into one. 2. if 16 rasterizers need texture data, how do you plan to distribute the data. Many thanks
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Pongsagon vichit @mattdiygraphics.bsky.social · 22/12/2024
Thanks. Hard to find tutorial on AXI and SoC.
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Pongsagon vichit @mattdiygraphics.bsky.social · 18/12/2024
Happy to see you post again. Looking forward to it.
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