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Programming?with?Linux?on?the?
         Playstation3
                          ????FOSDEM?2008
                         olivier.grisel@ensta.org


               
                   Architecture?overview:??
                   introducing?the?Cell?BE?
               
                   Installing?Linux
               
                   SIMD?programming?in?C/C++
               
                   Asynchronous?data?transfer?with?
                   the?DMA




  ?       ?
Who?am?I

    Java?/?Python?developer?at?Nuxeo?(FOSS?document?
    management?server)

    Interested?in?Artificial?Intelligence?(and?need?fast?
    Support?Vector?Machines)

    ݺߣs?to?be?published?at:
    http://oliviergrisel.name




         ?              ?
PS3?architecture?overview

    CPU:?IBM?Cell/BE?@?3.2GHz?
    
        218?GFLOPS
    
        Main?RAM:?256MB?XDR?(64b@3.2GHz)

    GPU:?Nvidia?RSX
    
        ?1.8?TFLOPS?(SP)?/?356?GFLOPS?programmable?
    
        VRAM:?256MB?GDDR3?(2x128b@700MHz)

    System?Bus:?2.5?GB/s


          ?             ?
The?Cell?Broadband?Engine
             
                 1?PPE?core?@?3.2GHz
                 
                     64bit?hyperthreaded?
                     PowerPC
                 
                     512KB?L2?cache
             
                 8?SPE?cores?@?3.2GHz
                 
                     128bit?SIMD?optimized
                 
                     256KB?SRAM



?       ?
PS3?Clusters
          
              Cheap?cluster?for?
              academic?researchers
          
              Carolina?State?U.?and?
              U.?Massachusetts?at?D.
          
              8+1?cluster?with?ssh?and?
              MPI




?     ?
PS3?GRID?Computing

    PS3GRID?project
    
        based?on?BOINC
    
        30,000?atoms?simulation

    Folding@Home
    
        1?PFLOPS?with?800?
        TFLOPS?from?PS3s
    
        BlueGene?==?280?
        TFLOPS

          ?                ?
Linux?on?the?PS3

    Lv1?Hypervisor?shipped?with?the?default?firmware

    Partition?utility?in?the?Sony?Game?OS?menu

    Choose?your?favorite?distro:?




    Install?a??powerpc64?smp?or??ps3?kernel

    Install?gcc?spu?+?libspe2


         ?             ?
Programming?the?Cell/BE?in?C

    Program?the?PPE?as?a?chief?conductor?to?spread?the?
    numerical?code?to?SPEs

    Use?POSIX?threads?to?start?SPE?subroutines?in?
    parallel

    Use?SPE?intrinsics?to?perform?vector?instructions

    Eliminate?branches?as?much?as?possible?in?SPE?code

    Align?your?data?to?16?bytes


         ?             ?
Introduction?to?SIMD?programming

    128?bits?registers?(SSE2,?Altivec,?SPE)
     
         2?x?double
     
         4?x?float
     
         4?x?int

    introduce?new?vector?types

    1?vector?float?operation?==?4?float?operations

    logical?(and,?or,?cmp,?...),?arithmetic?(+,?*,?abs,?...),?
    shuffling
            ?            ?
Ѷ?DzԲ?C?ٳ??辱ٳܰ?




    ?        ?
Not?always?SIMD?izable




?          ?
SIMD?programming?with?libspe2?and?
                                gcc?spu

    #include?<spu_intrinsics.h>

    avoid?scalar?types?use:
    
        vector_float4
    
        vector_double2
    
        vector_char16?...

    d?=?spu_and(a,?b);?e?=?spu_madd(a,?b,?c);

    spu?gcc??pure_spe_prog.c??o?pure_spe_prog.elf

          ?                 ?
Branch?elimination

    avoid?branching?(if?/?else)
    
        c?=?spu_sel(a,?b,?spu_cmpgt(a,?d));




          ?                ?
A?sample?SPE?program
volatile?union?{
       vec_float4?vec;
       float?part[4];
}?sum;
float?dot_product(const?float*?xp,?const?float*?yp,?const?int?size)?{
       sum.vec?=?(vec_float4)?{0,?0,?0,?0};
???????vec_float4*?xvp?=?(vec_float4*)?xp;
???????vec_float4*?yvp?=?(vec_float4*)?yp;?
       vec_float4*?xvp_end?=?xvp?+?size?/?4;
       while(__builtin_expect(xvp?<?xvp_end,?1))?{
            sum.vec?=?spu_madd(*xvp,?*yvp,?sum.vec);
            xvp++;
            yvp++;
       }
       return?sum.part[0]?+?sum.part[1]?+?sum.part[2]?+?sum.part[3];
}

             ?                        ?
DMA?with?the?SPUs'?Memory?Flow?
                   Controllers

    #include?<spu_mfcio.h>

    mfc_get(&local_data,?main_mem_data_ea,?
    sizeof(local_data),?DMA_TAG,?0,?0);

    mfc_put(&local_data,?main_mem_data_ea,?
    sizeof(&local_data),?DMA_TAG,?0,?0);

    mfc_getb(&local_data,?main_mem_data_ea,?
    sizeof(local_data),?DMA_TAG,?0,?0);

    spu_mfcstat(MFC_TAG_UPDATE_ALL);
        ?            ?
Double?buffering?C?the?problem




  ?        ?
ٴdzܲ?ܴڴڱԲ?C?ٳ??辱ٳܰ




   ?        ?
Double?buffering?with?MFC

    1.?SPU?queues?MFC?GET?to?fill?buffer?#1

    2.?SPU?queues?MFC?GET?to?fill?buffer?#2

    3.?SPU?waits?for?buffer?#1?to?finish?filling

    4.?SPU?processes?buffer?#1

    5.?SPU?queues?MFC?PUT?back?content?of?buffer?#1

    6.?SPU?queues?MFC?GETB?to?refill?buffer?#1

    7.?SPU?waits?for?buffer?#2?to?finish?filling

    8.?SPU?processes?buffer?#2?(...)

      ?                ?
Some?resources

    Cell?BE?Programming?Tutorial?(ibm.com?190?pages)

    IBM?developerworks?short?programming?tutorials
    
        ?Search?for?articles?by?Jonathan?Barlett

    Barcelona?Supercomputing?Center?(software)
    
        http://www.bsc.es/projects/deepcomputing/linuxoncell/

    PS3?programming?workshops?(videos)
    
        http://www.cc.gatech.edu/~bader/CellProgramming.html

    #ps3dev?on?freenode
          ?                ?
Thanks,?credits,?licensing

    Most?schemas?from?excellent?GFDL?'d?tutorial?by?
    Geoff?Levand?(Sony?Corp)
    
        http://www.kernel.org/pub/linux/kernel/people/geoff/cell

    Pictures?and?trade?marks?belong?to?their?respective?
    owners?(Sony,?IBM,?Universities,?Folding@Home,?
    PS3GRID,?...)

    All?remaining?work?is?GFDL


          ?               ?
7?differences




?     ?

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Programming the PS3

  • 1. Programming?with?Linux?on?the? Playstation3 ????FOSDEM?2008 olivier.grisel@ensta.org Architecture?overview:?? introducing?the?Cell?BE? Installing?Linux SIMD?programming?in?C/C++ Asynchronous?data?transfer?with? the?DMA ? ?
  • 2. Who?am?I Java?/?Python?developer?at?Nuxeo?(FOSS?document? management?server) Interested?in?Artificial?Intelligence?(and?need?fast? Support?Vector?Machines) ݺߣs?to?be?published?at: http://oliviergrisel.name ? ?
  • 3. PS3?architecture?overview CPU:?IBM?Cell/BE?@?3.2GHz? 218?GFLOPS Main?RAM:?256MB?XDR?(64b@3.2GHz) GPU:?Nvidia?RSX ?1.8?TFLOPS?(SP)?/?356?GFLOPS?programmable? VRAM:?256MB?GDDR3?(2x128b@700MHz) System?Bus:?2.5?GB/s ? ?
  • 4. The?Cell?Broadband?Engine 1?PPE?core?@?3.2GHz 64bit?hyperthreaded? PowerPC 512KB?L2?cache 8?SPE?cores?@?3.2GHz 128bit?SIMD?optimized 256KB?SRAM ? ?
  • 5. PS3?Clusters Cheap?cluster?for? academic?researchers Carolina?State?U.?and? U.?Massachusetts?at?D. 8+1?cluster?with?ssh?and? MPI ? ?
  • 6. PS3?GRID?Computing PS3GRID?project based?on?BOINC 30,000?atoms?simulation Folding@Home 1?PFLOPS?with?800? TFLOPS?from?PS3s BlueGene?==?280? TFLOPS ? ?
  • 7. Linux?on?the?PS3 Lv1?Hypervisor?shipped?with?the?default?firmware Partition?utility?in?the?Sony?Game?OS?menu Choose?your?favorite?distro:? Install?a??powerpc64?smp?or??ps3?kernel Install?gcc?spu?+?libspe2 ? ?
  • 8. Programming?the?Cell/BE?in?C Program?the?PPE?as?a?chief?conductor?to?spread?the? numerical?code?to?SPEs Use?POSIX?threads?to?start?SPE?subroutines?in? parallel Use?SPE?intrinsics?to?perform?vector?instructions Eliminate?branches?as?much?as?possible?in?SPE?code Align?your?data?to?16?bytes ? ?
  • 9. Introduction?to?SIMD?programming 128?bits?registers?(SSE2,?Altivec,?SPE) 2?x?double 4?x?float 4?x?int introduce?new?vector?types 1?vector?float?operation?==?4?float?operations logical?(and,?or,?cmp,?...),?arithmetic?(+,?*,?abs,?...),? shuffling ? ?
  • 12. SIMD?programming?with?libspe2?and? gcc?spu #include?<spu_intrinsics.h> avoid?scalar?types?use: vector_float4 vector_double2 vector_char16?... d?=?spu_and(a,?b);?e?=?spu_madd(a,?b,?c); spu?gcc??pure_spe_prog.c??o?pure_spe_prog.elf ? ?
  • 13. Branch?elimination avoid?branching?(if?/?else) c?=?spu_sel(a,?b,?spu_cmpgt(a,?d)); ? ?
  • 14. A?sample?SPE?program volatile?union?{ vec_float4?vec; float?part[4]; }?sum; float?dot_product(const?float*?xp,?const?float*?yp,?const?int?size)?{ sum.vec?=?(vec_float4)?{0,?0,?0,?0}; ???????vec_float4*?xvp?=?(vec_float4*)?xp; ???????vec_float4*?yvp?=?(vec_float4*)?yp;? vec_float4*?xvp_end?=?xvp?+?size?/?4; while(__builtin_expect(xvp?<?xvp_end,?1))?{ sum.vec?=?spu_madd(*xvp,?*yvp,?sum.vec); xvp++; yvp++; } return?sum.part[0]?+?sum.part[1]?+?sum.part[2]?+?sum.part[3]; } ? ?
  • 15. DMA?with?the?SPUs'?Memory?Flow? Controllers #include?<spu_mfcio.h> mfc_get(&local_data,?main_mem_data_ea,? sizeof(local_data),?DMA_TAG,?0,?0); mfc_put(&local_data,?main_mem_data_ea,? sizeof(&local_data),?DMA_TAG,?0,?0); mfc_getb(&local_data,?main_mem_data_ea,? sizeof(local_data),?DMA_TAG,?0,?0); spu_mfcstat(MFC_TAG_UPDATE_ALL); ? ?
  • 18. Double?buffering?with?MFC 1.?SPU?queues?MFC?GET?to?fill?buffer?#1 2.?SPU?queues?MFC?GET?to?fill?buffer?#2 3.?SPU?waits?for?buffer?#1?to?finish?filling 4.?SPU?processes?buffer?#1 5.?SPU?queues?MFC?PUT?back?content?of?buffer?#1 6.?SPU?queues?MFC?GETB?to?refill?buffer?#1 7.?SPU?waits?for?buffer?#2?to?finish?filling 8.?SPU?processes?buffer?#2?(...) ? ?
  • 19. Some?resources Cell?BE?Programming?Tutorial?(ibm.com?190?pages) IBM?developerworks?short?programming?tutorials ?Search?for?articles?by?Jonathan?Barlett Barcelona?Supercomputing?Center?(software) http://www.bsc.es/projects/deepcomputing/linuxoncell/ PS3?programming?workshops?(videos) http://www.cc.gatech.edu/~bader/CellProgramming.html #ps3dev?on?freenode ? ?
  • 20. Thanks,?credits,?licensing Most?schemas?from?excellent?GFDL?'d?tutorial?by? Geoff?Levand?(Sony?Corp) http://www.kernel.org/pub/linux/kernel/people/geoff/cell Pictures?and?trade?marks?belong?to?their?respective? owners?(Sony,?IBM,?Universities,?Folding@Home,? PS3GRID,?...) All?remaining?work?is?GFDL ? ?