I think most graphics chips have organised their memory accesses in tiles - the last one that I recall using scanlines was Voodoo2.
Shifty Geezer said:There was another patent regarding tiles and small caches or something to store them, with an addressing mechanism. I wouldn't be surprised if they were designed to fit with the SPE's. We've been told Cell and RSX are cache coherant (right term?) and can share data directly. Must be a reason for this!
Jaws said:The above tiling is interesting as the size is small enough to fit into SPE's local store!
Where exactly have you read that? (cache coherant I'm talking about)Shifty Geezer said:We've been told Cell and RSX are cache coherant (right term?) and can share data directly. Must be a reason for this!
ManuVlad3.0 said:[NOOB QUESTION]What this mean?
Could RSX uses SPEs+local store (all 7) like Xenos uses eDRAM?[/NOOB QUESTION]
Titanio said:I also thought it was said earlier that the FlexIO connection between Cell and RSX was cache-coherent..if that's the same thing. That FlexIO has a certain amount of coherent and non-coherent bandwidth, and RSX used only coherent links.
Jaws said:Well, in a sense that could be analogous. Both SRAM local store and eDRAM are NOT caches but local RAM. Xenos would use super-tiling for it's backbuffer, whilst this patent suggest micro-tiling...
!eVo!-X Ant UK said:crapper games???
BlueTsunami said:With toilet peripheral!
!eVo!-X Ant UK said:I am completely confused, can some one that is more technical than me please answear these question's?
1. What the hell does that coherant stuff mean??
!eVo!-X Ant UK said:2. what does this mean for PS3 good??bad?? what??? better games??? crapper games???
Im only here to learn people.
Jaws said:It's to keep multiple caches consistent and from conflicting.
http://en.wikipedia.org/wiki/Cache_coherence
...and usually arises in NUMA architectures,
http://en.wikipedia.org/wiki/Non-Uniform_Memory_Access
E.g. The PPE L2 'cache' in CELL would be 'cache coherent' with RSX's 'TurboCache'...
Well, better games are more a testament to the Dev teams than 'cache-coherency'! But in a NUMA environment, it will only help...
Would the overhead even be worth it? You only have 512K of L2, you're going to be pushing *a lot* of pixels, why would you want to pollute your cache with that kind of data? This seems like people just wanting to checkmark buzzwords for the architecture even when it doesn't make sense.3dcgi said:RSX accessing the PPE cache and vice versa doesn't mean cache coherent.
...Furthermore, the byte lanes are arranged into two groups of ports: one group of ports are dedicated to non-coherent off-chip traffic, while the other group of ports are usable for coherent off-chip traffic. It seems clear that Sony itself is unlikely to make use of a coherent, multiple CELL processor configuration for Playstation 3. However, the fact that the PPE and the SPE’s can snoop traffic transported through the EIB, and that coherency traffic can be sent to other CELL processors via a coherent interface, means that the CELL processor can indeed be an interesting processor. If nothing else, the CELL processor should enable startups that propose to build FlexIO based coherency switches to garner immediate interest from venture capitalists....