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Xbox 360 Architecture

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Xbox 360 Architecture Presenter: Ata Deniz Oral Date: 30/11/06 Overview The Xbox What kind of computation? Architectural details Decisions / Trade-offs Conclusion ... – PowerPoint PPT presentation

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Title: Xbox 360 Architecture


1
Xbox 360Architecture
  • Presenter Ataç Deniz Oral
  • Date 30/11/06

2
Overview
  • The Xbox
  • What kind of computation?
  • Architectural details
  • Decisions / Trade-offs
  • Conclusion
  • Discussion

3
The Xbox
4
Computation
  • Decompression kernel
  • Game World Geometry
  • Data streaming
  • also
  • AI software
  • Audio synthesis

5
Why not use a PC?
?Dot product implementation ?Support for D3D
formats
6
IBM PowerPC core
4 KB two-way set-associative BHT
SIMD Vector unit
Floating Point Unit
Fixed Point Unit
Load/Store Unit
7
The Cache
8
Decisions / Trade Offs
  • Why multiple cores? (CMP versus SMP)
  • Cost-effective!
  • Enables shared L2 implementation (therefore
    reduces communication latency)

9
Decisions / Trade Offs (cont.)
  • Shared L2 Cache
  • To adapt to varying workloads
  • i.e. Scene management vs. audio processing

10
Decisions / Trade Offs (cont.)
  • In-order instruction issuance cores
  • Simplifies logic ? Reduced die area ? Reduced
    cost and power consumption
  • Out-of-order issuance requires
  • Additional pipeline stages to meet clock period
    timing
  • Rename registers and completion queues
  • In-order instruction execution
  • Claimed to be justified by two SMT (Symmetric
    MultiThreading) hardware threads per core

11
Computation
  • Decompression kernel
  • Game World Geometry
  • Data streaming

12
CPU Data StreamingWrite Streaming
  • Enable data streaming
  • But do not thrash private cache or shared cache
  • Write-through L1 caches

13
CPU Data StreamingWrite Streaming
  • Enable data streaming
  • But do not thrash private cache or shared cache
  • Write-through L1 caches
  • Uncached write gathering buffers in shared L2 for
    each core (for later dumping to FSB)

14
The Cache
15
CPU Data StreamingWrite Streaming
  • Enable data streaming
  • But do not thrash private cache or shared cache
  • Write-through L1 caches
  • Uncached write gathering buffers in shared L2 for
    each core (for later dumping to FSB)
  • Cacheable write gathering buffers (for data
    transformation workloads)

16
The Cache
17
CPU Data StreamingRead Streaming
  • Custom prefetch instruction
  • ? separates read streaming from write streaming
  • ? L2 cache is not thrashed

18
Conclusion
19
Discussion
  • The End
  • Any Questions?

20
References
  • Application Customized CPU Design,
    http//www-128.ibm.com/developerworks/power/librar
    y/pa-fpfxbox/index.html, 2005.
  • J. Andrews, N. Baker, Xbox 360 Architecture,
    IEEE Macro, vol. 26, no. 2, pp. 25-37, 2006.
  • PowerPC Wikipedia, the free encyclopedia,
    http//en.wikipedia.org/wiki/Powerpc, 2006.
  • Xbox 360 Architecture, www.hotchips.org/archives/h
    c17/3_Tue/HC17.S8/HC17.S8T4.pdf, 2006.
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