Programming the Cell Processor
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Programming the Cell Processor: For Games, Graphics, and Computation

Programming the Cell Processor: For Games, Graphics, and Computation

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About the Book

This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version. The Cell processor is the brain of the Playstation 3 and is IBM’s foremost device in the field of supercomputing. This book covers the Cell inside and out, from its internal architecture to its programming methods and development tools. Packed with code examples, step-by-step tutorials, and helpful diagrams, this treatment provides a hands-on introduction to programming the Cell in C, C++, and assembly language. The majority of the book describes the wide range of applications available for the Cell and the many free libraries that simplify the development process. Whether you’re interested in games, graphics, signal processing, cryptography, statistics, or vector/matrix operations, this book has something to offer anyone interested in high-performance computing.   Chapter 1: Introducing the Cell Processor Part I: The Software Development Tools Chapter 2: The Cell Software Development Kit (SDK) Chapter 3: Building Applications for the Cell Processor Chapter 4: Debugging and Simulating Applications Chapter 5: The Cell SDK Integrated Development Environment Part II: The PowerPC Processor Element (PPE) Chapter 6: Introducing the PowerPC Processor Unit (PPU) Chapter 7: The SPE Runtime Management Library (libspe) Chapter 8: SIMD Programming on the PPU, Part 1: Vector Libraries and Functions Chapter 9: SIMD Programming on the PPU, Part 2: Methods and Algorithms Part III: The Synergistic Processor Element (SPE) Chapter 10: Introducing the Synergistic Processor Unit (SPU) Chapter 11: SIMD Programming on the SPU Chapter 12: SPU Communication, Part 1: Direct Memory Access Chapter 13: SPU Communication, Part 2: Events, Mailboxes, and Signals Chapter 14: Advanced SPU Topics: Overlays, Software Caching, and SPU Isolation Chapter 15: SPU Assembly Language Part IV: Mathematics and Computation Chapter 16: Vectors and Matrices Chapter 17: The Fast Fourier Transform (FFT) Chapter 18: Multiprecision Operations and Monte-Carlo Methods Part V: Graphics and Games Chapter 19: Programming the Framebuffer Chapter 20: OpenGL: Mesa and Gallium Chapter 21: Building Games with Ogre3D Chapter 22: Packaging Games with COLLADA Epilogue Part VI: Appendices Appendix A: Understanding ELF Files Appendix B: Configuring the Linux Kernel Appendix C: The Accelerated Library Framework (ALF) Appendix D: SPU Assembly Instruction Reference Appendix E: Introduction to Tcl  

Table of Contents:
Foreword xv Preface xvii Chapter 1: Introducing the Cell Processor 1 Part I: The Software Development Tools 13 Chapter 2: The Cell Software Development Kit (SDK) 15 Chapter 3: Building Applications for the Cell Processor 35 Chapter 4: Debugging and Simulating Applications 53 Chapter 5: The Cell SDK Integrated Development Environment 83 Part II: The PowerPC Processor Element (PPE) 97 Chapter 6: Introducing the PowerPC Processor Unit (PPU) 99 Chapter 7: The SPE Runtime Management Library (libspe) 125 Chapter 8: SIMD Programming on the PPU, Part 1: Vector Libraries and Functions 153 Chapter 9: SIMD Programming on the PPU, Part 2: Methods and Algorithms 195 Part III: The Synergistic Processor Element (SPE) 217 Chapter 10: Introducing the Synergistic Processor Unit (SPU) 219 Chapter 11: SIMD Programming on the SPU 239 Chapter 12: SPU Communication, Part 1: Direct Memory Access (DMA) 285 Chapter 13: SPU Communication, Part 2: Events, Signals, and Mailboxes 317 Chapter 14: Advanced SPU Topics: Overlays, Software Caching, and SPU Isolation 345 Chapter 15: SPU Assembly Language 367 Part IV: Mathematics and Computation 409 Chapter 16: Vectors and Matrices 411 Chapter 17: The Fast Fourier Transform (FFT) 439 Chapter 18: Multiprecision Processing and Monte Carlo Methods 463 Part V: Graphics and Games 489 Chapter 19: Programming the Frame Buffer: Linux and the PlayStation 3 491 Chapter 20: OpenGL on the Cell: Gallium and Mesa 503 Chapter 21: Building Games with Ogre3D 529 Chapter 22: Packaging Graphics with COLLADA 559 Epilogue 581 Part VI: Appendices 583 Appendix A: Understanding ELF Files 585 Appendix B: Updating the PS3 Add-On Packages and Installing a New Linux Kernel 609 Appendix C: The Accelerated Library Framework (ALF) 617 Appendix D: SPU Instruction Set Reference 649 Appendix E: A Brief Introduction to Tcl 661 Index 669


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Product Details
  • ISBN-13: 9780137156122
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Language: English
  • Sub Title: For Games, Graphics, and Computation
  • ISBN-10: 013715612X
  • Publisher Date: 26 Sep 2008
  • Binding: Digital download
  • No of Pages: 744
  • Weight: 1 gr


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Programming the Cell Processor: For Games, Graphics, and Computation
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