Talk Gatech Ps2 2003

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PS2 Architecture Toshiba Corporation Sony Computer Entertainment Prepared by: Weidong Shi

Transcript of Talk Gatech Ps2 2003

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PS2 ArchitectureToshiba Corporation

Sony Computer Entertainment

Prepared by: Weidong Shi

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PS2 Design Policy

Cutting-edge application specific processorsHigh speed renderingHigh performance geometry processingHigh speed simulationHigh performance data path

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Graphics Pipeline

Application (AI, collision detection,

physical simulation,3D scene )

Geometry Processing(transformation,

perspective division,lighting, clipping )

Rasterization

(scan conversion,texturing, z-buffering)

Frame Buffer

CS

EE

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The Emotion Engine

CPU+FPU : programcontrol, housekeeping

CPU+FPU+VU0 : AI,Physics, simulation

VU1: geometryprocessing

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.25-micro CMOS processwith .18-micro gate length

13.5 million transistors

300MHz, 18 watts of power

15.02-mm X 15.04-mm die

size

The Emotion Engine

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High Performance Data Path

2 128Mbits RDRAM,3.2GB/sec Main Memory:32MB (Direct RDRAM

2ch@800MHz)High performance DMAengine (list of DMAdescriptors).DMA from memory to CPU

scratch ram, VPU ram andGS.shared memory architecture

GS

GIF (FIFO)

VU1VU0CPU

Memory

EE

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The MIPS III Core

two issue superscalarMIPS III 64-bit instruction set (MIPS IV pre-fetchinstruction)

instruction cache: 16kbytes, two-way, 4qword cachelinedata cache: 8k bytes, two-way, hit-under-miss,4qword cache linescratchpad RAM (SPR) 16kbytes, data bus 128bitsFPU 32bit 1FMAC + 1DIVTLB: 48 double entries

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The Vector Units

Functionality

VU1: perspective transformation, lighting calculation,

volumetric fog, connects to GS via GIFVU0: animation, physics, simulation, collision detectioncoupled with MIPS core, 128bit coprocessor bus

Two modesVLI: stand-alone processorMIPS coprocessor mode (for VU0 only)

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Examples - what VUs can dofor games

Dynamic lightingShadow

AnimationCollision DetectionWave SimulationVehicle Dynamic

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VU architecture

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VLIW instruction

an upper execution unit with four parallel fMACs(SIMD)a lower execution unit with fDIV, load/store, iALU, andbranch128-bit X 32 floating registers16-bit X 16 integer registers

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Switch from COP mode to VLIW mode

Switch from co-processor mode to VLIW mode bythe MIPS core

Step 1: store VLIW codes in VU0 code RAM using DMAStep 2: load data to VU0 data RAM using DMAStep 3: run COP2 to execute the loaded code

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Performance

Perspective Transformation: 66 million polygons/sec.Lighting: 38 million polygons/sec.

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Graphics Synthesizer

CS core: Rasterization + On chip Frame bufferClock Frequency: 147.456MHzSilicon Process Technology: 0.25 4-level metalTotal Number of Transistors: 43 millionNo. of Pixel Engines: 16 (in parallel)Embedded DRAM: 4MB of multi-port DRAM (Synced at150MHz)Combined Internal Data Bus Bandwidth: 2,560 bit (Read: 1,024bit,Write: 1,024 bit, Texture: 512 bit)Display Color Depth: 32 bit (RGBA: 8 bits each)Z Buffering: 32 bit

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Performance

Pixel Fill Rate: 2.4 giga pixel/secParticle Drawing Rate: 150 million/sec.Polygon Drawing Rate:

75 million/sec. (small polygon)50 million/sec. (48 pixel quad with Z and A)30 million/sec. (50 pixel triangle with Z and A)25 million/sec. (48 pixel quad with Z, A, and T)Sprite Drawing Rate: 18.75 million (8 x 8 pixels)