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Executing CG-shaders on the SPU-units of the cell broadband engine architecture
2009 (English)Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

The Cell-processor is heavily dependent on hardware multi-threading on its many SPUs to reach its full potential. The SPUs only have access to a local store of 256Kb uncached memory for both the data to work on and program instructions. In order to use the SPUs in a efficient manner you need some sort of memory handling for the units. The purpose of this thesis was to create such a system, called cache, for the SPUs. The work was also extended to make use of the supposed cache-system. Since a problem with game-programming in general these days are the number of Shaders used per frame, this was what the extension of the work was proposed to remedy. Therefore the second part of the work for the thesis was to make a ”compiler” that creates a fully functional SPU-runnable program from CG-assembly.

Place, publisher, year, edition, pages
2009.
Keyword [en]
Technology, CELL, CBEA, Cache, SPUs, CG, shaders, PS3, PlayStation3, CompilerConstruction, DeferredRendering, SOA, AOS
Keyword [sv]
Teknik
Identifiers
URN: urn:nbn:se:ltu:diva-57696ISRN: LTU-EX--09/135--SELocal ID: e561435f-2a63-480e-bbc6-afad1b90a3e1OAI: oai:DiVA.org:ltu-57696DiVA: diva2:1031084
Subject / course
Student thesis, at least 30 credits
Educational program
Computer Science and Engineering, master's level
Examiners
Note
Validerat; 20101217 (root)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
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