Monday, March 4, 2013

The AMD R10xx of PS4 GPU architecture analysis: a customized



We know the the PS4 from code Liverpool (Liverpool) GPU AMD southern islands R10XX series. Front-end, back-end module, as well as shader core basically has not changed, but added some components for the computing power and efficiency improvement of the common.

Liverpool has calculated loop and pipelines, better control of system resources, and assigned to the GPU load on all applications. These pipes can be synchronous or asynchronous computation.

This figure below shows the the PS4 GPU queue and pipeline:

















PS4 GPU has two loops, 10 pipe 64 queue.



Image (GFX) loop and pipeline

- And R10xx consistent

- Graphics and general-purpose computing

- For games

Loop and pipeline of high-priority image (HP3D)

- Liverpool new

- And GFX pipes, but no general-purpose computing

- Vshell dedicated

Eight general-purpose computing dedicated pipelines

8 - each pipeline queue, a total of 64

- Instead of on the two general R10xx dedicated queue and pipeline

(May be a pipe assigned to Vshell - games and Vshell are seven pipes to the game)

- Queue game series or middleware type to be allocated

- Rendering allows parallel processing and general purpose computing jobs

- Dedicated pipelines of Liverpool's general-purpose computing refresh engine no R10xx of uninterrupted




0 Responses to “The AMD R10xx of PS4 GPU architecture analysis: a customized ”

Post a Comment