chris foster brian moore scott thibaudeau overview i/o ee – emotion engine!! graphics synthesizer...
Post on 19-Dec-2015
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TRANSCRIPT
System Overview
RDRAM
SRAM
Emotion Engine
IO Processor
Graphics Synthesizer
Sound Processor
DVDOS ROM
PCMCIAInterfacePCMCIAInterface
IEEE1394
USB (x2)
Controller
Digital RGB
Analog RGB
Digital L/R
Analog L/R
Controllers
• Two controller ports– PS2 Dual Shock 2!
• Directional Pad• Force Feedback• 15 buttons
– All but Start/Select are ANALOG!
Memory Cards/Ports• 8 Mb storage capacity• Transfer rate 250 times
that of PSX memory cards
• Incorporates “MagicGate”
DVD/CD-ROM
• Supports DVDs, Audio CDs, PSX CDs, PS2 DVDs
• 4.7 Proprietary DVD
• 4x DVD-ROM
• 24x CD-ROM
• DVD video playbackBuilt into hardware
Miscellaneous Ports
• IEEE1394 Standard – i.LinkTM firewire
• Expansion Unit for network interface
• One Type III PCMCIA card slot – Flash Memory– Small Hard Drives
• 2 USB Ports
Input/Output Processor
• Handles all input and output
• PSX Core Processor
• 33.8688MHz or 36.864MHz (Selectable)• 2 MB Memory
• 32-bit Bus
• Interfaces with i.LinkTM, USB, Controller and Memory ports
The Emotion Engine Designed By Toshiba
Combination CPU and DSP Processor
Simulates Massive 3D worlds
•MIPS IV CPU core
•Two Vector Processing Units
•Floating-point Coprocessor (FPU)
•Image Processing Unit (MPEG2
decoder)
•10-channel DMA controller
•Graphics Interface Unit (GIF)
•RDRAM interface and I/O interface
Geometry CalculationsPhysics calculationsAIData Transfers
The Emotion Engine
Geometry
+ Perspective Transformation 66 Million Polygons/sec
+ Lighting 38 Million Polygons/sec
+ Fog 36 Million Polygons/sec
Curved Surface Generation (Bezier) 16Million Polygons/sec
Image Processing Unit MPEG2 Macroblock Layer Decoder
Image Processing Performance 150Million Pixels/sec
Most Important DSP Feature Today: the MAC
Vector Calculations: Dot Product
Summing of Products
x0*x1 + y0*y1 + z0*z1
PS2 has 10 FMACs
Itanium Contains Only 4!
Each FMAC Computes One
32-bit Floating-point MAC Operation per Clock Cycle
DSP Features
DSP Processor Requirement 2
Memory Bandwidth
Memory Availability
New Caching Method
Static Application Dynamic Media App
SolutionIncrease the Pipe whileDecreasing the Bucket
Static Application
High Degree ofInstruction-level Parallelism
Dynamic Media App
High Degree ofData Parallelism
PS2 has Moved to SIMD
(Single Instruction stream,
Multiple Data streams)
Caching on the PS2DMAC CoordinatesTransfers on the 128and 64-bit Data Paths
L1 Cache: 16K Ins.32K Data
SPRAM: 16K
VU0 Cache: 32KVU1 Cache: 32K
PIII has 3X the Amountof Cache as the PS2
VU Caches Too Smallto Hold Models
PS2 Code & DataConstantly StreamedOver Wide Internal Buses
Results in 10 ChannelDMAC Being Usedat Near Capacity
Busting Out All Over
Two Independent Vector Processing Units
CPU + FPU: Basic Program Control and Housekeeping
CPU + FPU + VU0: Behavior Synthesis and Physics Calculations
VU1: Generates Display Lists
IPU: Image Decompression
FPU and VU0:
Coprocessors for CPU Core
GS and VU1:
Tied Together with GIF
Main Memory VPU1
VPU0
CPUSPRAM Rendering
Engine
Parallel ConnectionBoth Groups Sending Display Lists to GIF
CPU core 128bit RISC(MIPS IV-subset)
Clock Frequency 300MHz
Integer Unit 64bit(2-way Superscalar)
Multimedia extended instructions107 instructions at 128bit width
Integer General Purpose Register 32at 128 bit width
TLB 48 double entries
Instruction Cache 16KB (2-way)
Floating Point Performance 6.2GFLOPS
Data Cache 8KB (2-way)
Scratch Pad RAM 16KB (Dual port)
Main Memory 32MB(Direct RDRAM 2ch@800MHz)
Memory bandwidth 3.2GB/sec
DMA 10 channels
Co-processor1 FPU(FMAC x 1, FDIV x 1)
Co-processor2 VU0(FMAC x 4, FDIV x 1)
Vector Processing Unit VU1(FMAC x 5, FDIV x 2)
Gate Width: 0.18 micron
VDD Voltage: 1.8 V
Power Consumption: 15 Watts
Metal Layers: 4
Total Transistors: 10.5 Million
Die Size: 240 mm2
Package: 540pin PBGA
Sound ProcessorSpecifications At A Glance:
•Sound "SPU2+CPU"•Number of Voices ADPCM: 48ch on SPU2 plus definable, software programmable voices (Adaptive Differential Pulse Code Modulation)•Sound Memory 2MB•Output Frequency Variable up to 48 KHz (DAT quality)
“Speech processingis important, sir!”
•Clock Frequency 147.456MHz•DRAM Bus bandwidth *Very High Throughput*•Pixel Configuration RGB:Alpha:Z Buffer (24:8:32)•Polygon Drawing Rate 75 Million Polygons Per Second•Screen Resolution Variable from 256x224 to 1280x1024
Graphics SynthesizerSpecifications At A Glance:
ON DIE MAIN MEMORY!
Redundancy for smoothness/error correction
“With Z-buffering, textures, lighting and alpha blending (transparency), a sustained rate of 20 Million polygons per second can be drawn continuously.”-Ars Technica
4MB On Die VDRAM
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)
•VRAM is accessible from on die register files•VRAM itself is on die•VDRAM bus? Register to Main memory all on die?
•Allows for fast data transfer: 48GB/s
•2,560 bit wide VDRAM bus!!!!
Process Modes
Rendering Engine Visualization -3D Polygon (triangle, quad, mesh) -2D Sprite -2D/3D Line -Particle -Point -Photo/Movie (MPEG-2)
Sony optimizes their instruction set to speed up these specific operations
Inside the Beast•No. of Pixel Engines 16 (in Parallel)•Display output NTSC/PAL•Silicon process technology 0.25 µ 4-level metal•Total number of transistors 43 Million •Die size 279mm2
•Embedded DRAM 4 MB of multi-port DRAM
PEPE PEPEPEPEPEPE
PEPE PEPEPEPEPEPEn=2,560
Input: Highly ParallelPixel Proccess Instructions
Output: Geometry Engine
Talking Shop:Pixel Configuration
Geometry engine: •Alpha channel •Anti-aliasing •Bezier surfacing •Gouraud shading •Mip mapping •Z-buffer
Pixel Configuration: 64-Bit (RGB, Alpha, Z-Buffer (24,8,32)24-Bits are used for RGB colors, 8-Bits are used for transparency effects, and 32-Bits are saved for the Z-Buffer which keeps track of everything in the 3D environment.)
Talking Shop:GEOMETRY ENGINE – Alpha Channel/Aliasing
Alpha Channel/Aliasing: Alpha channel
Transparency effects are created usinghigh density dark gray Alpha bits.
Anti-aliasingAliasing: The jagged “stair steps” that occur when images are painted from pixels in straight lines.Anti-aliasing: Drawing gray pixels around the lines of an image, “blurring” the lines, minimizes the stair steps and makes an object appear more realistic.
Talking Shop: GEOMETRY ENGINE – Bezier Surfacing/Gouraud Shading
Bezier Surfacing/Gouraud Shading: Bezier Surfacing
A DSP that, approximates a 3D real-world objectInto a 2D polygon structure. This involves *pixel triangle polygon 3d-object* transformation.
Gouraud Shading:This is a technique (also DSP) that applies shadingFor smoothness to a Bezier Surface 3d-object.
Talking Shop: GEOMETRY ENGINE – Mip Mapping
Mip Mapping: When it doesn’t look the same up close as it does
from far away, you’re using MIP Mapping!
Compare and Believe:GAMECUBE:Polygons per second: 12 million polygons.
PLAYSTATION2:Polygons per second: 75 million polygons.
XBOX:Polygons per second: 45 million polygons.
Polygons Per Second v. System
0
20
40
60
80
100
CUBE PS2 XBOX
System
Meg
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Did we mention thatYou can run Linux on a PS2?
•Open Market – January•Linux Beta – This year•Linux Emulation for Cluster Parallel Proc. – *Now*
http://ece.eng.rowan.edu/~fost1582/PS2