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GT ECE 4893 - PlayStation 2 Architecture

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1PlayStation 2 ArchitectureProf. Aaron LantermanSchool of Electrical and Computer EngineeringGeorgia Institute of Technology2Why talk about the PlayStation 2?• Previous generation:– Xbox: > 24 million (May 10, 2006)– GameCube: 21.66 million (Sept. 31, 2007)– PlayStation 2: 117.89 million (March 31, 2007)• Current generation (Sept 30, 2007):– Xbox 360: 13.4 million– Wii: 13.17 million– PlayStation 3: 5.59 millionInfo from Wikipedia3Sega pledges PS2 support until 2010• “This generation of hardware will have longerlegs than any previous generation, and that’sdefinitely healthy for the industry.”• “We expect Sony to price manage the PS2’sshelf life for another two or three years at least.PS2 high profile titles, especially ‘wide market’and licensed titles, will absolutely be part of theSega portfolio going forwards.”From www.maxconsole.net/?mode=news&newsid=211024Emotion Engine• 300 MHz• MIPS III core• Two “Vector Units”• Graphics Interface (GIF) for talking to GraphicsSynthesizer (GS)• Image Processing Unit– MPEG2 decoder– Macroblock decoding– Vector quantizationInfo from M. Oka & M. Suzuoki, “Designing and Programming theEmotion Engine,” IEEE Micro, Nov.-Dec. 1999, pp. 20-28.25Emotion Engine - high-level structure (1)Image from J. Stokes, “Sound and Vision: A Technical Overview of theEmotion Engine,” ars technica, Feb. 16, 2000,arstechnica.com/reviews/hardware/ee.ars6Emotion Engine - high-level structure (2)AGDC 2002 - 8Sarah Ewen – Console YourselfThe Emotion Engine (EE)The Emotion Engine (EE)Memory32mbVU0EE COREIPUDMAVU1128bit busGS4mbEmotion EnginecacheFPUEE: 128-bit Emotion Engine GS: Graphic SynthesiserVU0/VU1: Vector Units DMA: Direct memory accessFPU: Floating Point Unit IPU: Image processing UnitIOPSPU2IOP: Input Output ProcessorSPU2: Sound ProcessorGIFS. Ewen & L. Lemarie, “Console Yourself”7Special subprocessors• IOP Input/Output Processor– Contains R3000 (provides PS1 compatibility)– 2 MB memory (same as PS1)– Controllers, memory cards, SPU2, DVDdrive, USB, “Firewire”• SPU2 Sound Processing Unit– 2 DSP cores, 48 channels– 2 MB sound memoryInfo from M. Oka & M. Suzuoki, “Designing and Programming theEmotion Engine,” IEEE Micro, Nov.-Dec. 1999, pp. 20-28.8Vector Processing Units• VPU0: intended for “thought simulationand physical simulation”– Outputs to ScratchPad RAM (SPR) for useby GS for VPU1• VPU1: intended for graphics pipeline– Geometry transformation– Vertex lighting– Outputs triangles (display list) to GraphicSynthesizerInfo from M. Oka & M. Suzuoki, “Designing and Programming theEmotion Engine,” IEEE Micro, Nov.-Dec. 1999, pp. 20-28.39Vector Processing Unit 1• VPU1– 16K data memory (128-bit words)– 16K program memory (64-bit words)– “Upper” and “lower” execution units– Special registers ACC, I, Q, R, PInfo from powerpoint presentation by H.S. Fortuna, “Video GameProgramming Using The PlayStation2 Games Console,”www.ics.heacademy.ac.uk/events/presentations/91_BCSTalk.ppt10Connection styles11Vector Unit 0Image from J. Stokes, “Sound and Vision: A Technical Overview of theEmotion Engine,” ars technica, Feb. 16, 2000,arstechnica.com/reviews/hardware/ee.ars12Vector Unit 1Image from J. Stokes, “Sound and Vision: A Technical Overview of theEmotion Engine,” ars technica, Feb. 16, 2000,arstechnica.com/reviews/hardware/ee.ars413Caches and scratchpadFrom D. Carter, “Introducing PS2 to PC Programmers,” AGDC 2002Memory32mbVU0EE COREIPUDMAVU1SIF128bit busGS4mbGIFEmotion Enginecache VIFVIFFPUEE COREI$16kD$8kSPR16k• Similar to old style PC L1 cache• PS2 has small caches, as it was feltthat a lot of dynamic data would notbe in the cache for any length oftime14Vector Processing UnitsIntro slides for UCSD “CSE 191A: Video Game ProgrammingSeminar” pisa.ucsd.edu/cse191/www/CSE191_01.ppt15Typical vsm assembly (dual stream) NOP lq VF06,7(VI02) mulax ACC,VF02,VF06x iaddiu VI01,VI01,0x00000001 madday ACC,VF03,VF06y iaddiu VI02,VI02,0x00000002 maddaz ACC,VF04,VF06z NOP maddw VF06,VF05,VF06w NOP NOP NOP NOP NOP NOP NOP mulaw.xyz ACC,VF01,VF00w div Q,VF00w,VF06w NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP NOP mulq.xyz VF06,VF06,Q waitq NOP NOP NOP NOP NOP NOPInfo from powerpoint presentation by H.S. Fortuna, “Video GameProgramming Using The PlayStation2 Games Console,”www.ics.heacademy.ac.uk/events/presentations/91_BCSTalk.ppt16Typical VCL (single stream)loop:lq Vert, StartVert(iVertPtr)MatrixMultiplyVertex Vert, fTransform, Vert div q, vf00[w], Vert[w] mul.xyz Vert, Vert, q mula.xyz acc, fScales, vf00[w] madd.xyz Vert, Vert, fScalesftoi4.xyz Vert, VertSlide from powerpoint presentation by H.S. Fortuna, “Video GameProgramming Using The PlayStation2 Games Console,”www.ics.heacademy.ac.uk/events/presentations/91_BCSTalk.ppt517Graphics Synthesizer (GS)• Receives display list of triangles from GIF• Rasterizes triangles into frame buffer• Handles z-buffering, alpha blending,texture mapping• Outputs frame buffer to videoInfo from M. Oka & M. Suzuoki, “Designing and Programming theEmotion Engine,” IEEE Micro, Nov.-Dec. 1999, pp. 20-28.18Graphics Synthesizer (GS)• 16, 16-bit integer registers• 32, 128-bit floating point registers– Split into 32 bit words (x,y,z,w)• Four FMACs in one clock cycle• Two sets of drawing environments (internalcontexts)– GS knows which instructions came from


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