one said:
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These are the reports of ISSCC 2001 (in Japanese)
http://pcweb.mycom.co.jp/news/2001/02/13/27.html
http://ascii24.com/news/i/tech/article/2001/02/08/622918-000.html?geta
and they contain the report of the 2 Sony-related papers.
One is a Sony-developed quad-core processor with 4 MIPS II cores with SPU/DTU/BPU, mainly targeted for HDTV processing and other set-top boxes. Those cores are called none other than "Processor Elements"!
It's in 0.25um proccess/250Mhz and scalable in the number of PEs.
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Just been re-reading this summary powerpoint presentation on Cell graphics patents by Paul Zimmons,
http://www.cs.unc.edu/~zimmons/Zimmons__CellGFX.ppt (He also did a summary PPT on the original Cell patents,
http://www.cs.unc.edu/~zimmons/CELL.ppt )
Here's a bunch of B3D threads discussing some of these patents discussed in the PPT by Dr. Zimmons,
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Anyway, he mainly concentrates on 4 patents in his ppt...
The first one is about rendering by parallel bricks/tiles...
The second describes programming Cell...
The third is about a hardware candidate surrounding the pixelengine (not really discussed at B3D...)
The fourth is another hardware candidate for the pixelengines in the form of Salc/ Salps...
What struck me was that the third patent looks remarkably like the above die with 4 PE's, Shared Cache and a Stream controller,
Now if this prototype die was available for the third
patent , circa 2001, as in the above image, it seems a little too early for a sample pixelengine that may go into Cell graphics for a 2006 console release? Or perhaps this was a prototype GS2, pre Cell?
I was also thinking of the fourth
patent , describing the Salc/ Salps,
There was concern about there not being any TMUs (Texture memory units) in the B3D
thread discussing the Salc/ Salps...but looking at it again, each Salc seems to have local storage in the form of different types of 'latches' in the above diagram. Would this suffice in the absence of TMU's as long as all the Salc/Salps can communicate with each other :? ?
The other thing that struck me was that each Salc/ Salp array consists of 32 Salcs= 1 Salp and there are 256 Salps that make a PixelEngine. Each salp is capable of 'one' 32bit operation with full pipelines. Therefore 'one' pixelengine is capable of 256 operations (Flops and Ops?). Four Pixelengines = 4* 256 = 1024 Ops per cycle with full piplelines.
So looking at the GPU, 4 Pixelengines would provide 1024 32bit OPs/Flops per cycle.
The 16 Apus (each APU is capable of 8 Ops per cycle) would provide 8*16= 128 32bit OPs/Flops per cycle.
The GPU = 128 + 1024 = 1152 32bit Ops/Flops per cycle with full pipelines.
1152* 0.8 (800Mhz) = 921.6 GOPS/GFLOPS for the GPU.
For the CPU, there are 32 APUs and each APU is capable of 8 OPs/Flops per cycle,
The CPU = 32*8= 256 32bit Ops/Flops per cycle with full pipelines.
256*3.6 (3.6Ghz) = 921.6 GOPS/GFLOPS for the CPU
Interestingly the CPU @ 3.6 GHZ = 921.6 Gops/Gflops = GPU @ 800 MHZ!!! A coincidence?
It has a nice symmetry about it where given a fixed process and die area, you should be abe to extract similar processing power by varying clock and logic densities. In this case a 3.6GHz CPU has the same processing power as a 800MHz GPU.
Total PS3 power = CPU + GPU = 921.6 + 921.6 = 1843.2 GOPS/GFLOPS = 1.8432 TFLOPS/TOPS.
That surely is flamebaite!