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Programming the Cell Processor
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Make the Most of IBM Graphics? S Breakthrough Cell Processor in Any Gaming, or Scientific Application ? IBM's Cell processor computing power to produce truly amazing: enough to satisfy even the most demanding gamers and graphics developers. Cell Processor Programming solve the problem once and for all. Scarpino illuminates each cell's most important technical innovation?, Introducing the commands needed to access power, and walks you through the entire development process, including compiling, linking, debugging, and simulation code. ? Mastering the Cell SDK, including buildchain GCC-based, ppu-gdb/spu-gdb debuggers, IBM Full System Simulator, and Cell IDE Understanding the Cell central processing core, the PowerPC Processor Unit (PPU): structure, programming libraries, and AltiVec Programming instructions Synergistic Processor Unit (SPU): vector processing, communication, caching, assembler coding, and more Using the vector matrix SDK and libraries, including the Large Matrix Library, BLAS Library, FFT libraries, Multiprecision Library, and Monte Carlo API Coding basic 2D graphics using Building Linux frame buffer 3D graphics with OpenGL Build new library Gallium 3D games with Ogre3D and packaging by using Collada digital content exchange Optimizing Cell Develop your application performance on standard PCs and transferring code to Cell systems such as PlayStation 3 Foreword xv Preface xvii Chapter 1: Introducing the Cell Processor 1 Part I: Software Development 13 Chapter 2: The Cell Software Development Kit (SDK) 15 Chapter 3: Building Applications for the Cell Processor 35 Chapter 4: Debugging and Simulation 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 is, Part 1: Vector Libraries and Functions 153 Chapter 9: SIMD Programming on the PPU is, Part 2: Methods and Algorithms 195 P art 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 317 Mailboxes 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: Fast Fourier Transform (FFT) 439 Chapter 18: Methods of Processing and Monte Carlo Multiprecision 463 Part V: Graphics and Games 489 Chapter 19: Programming the Frame Buffer: Linux and the PlayStation 3 491 Chapter 20: OpenGL on this Cell: Gallium and Mesa 503 Chapter 21: Building Games with Ogre3D 529 Chapter 22: Packaging Graphics with Collada 559 Epilogue 581 Section VI: Appendix 583 Appendix A: Understanding ELF Files 585 Appendix B: Updating the PS3 Add-On Packages and Installing a New Linux Kernel 609 Appendix C: Accelerated Library Framework (ALF) 617 Appendix D: SPU Instruction Set Reference 649 Appendix E: A Brief Introduction to Tcl 661 Index 669
Computer eBook Details
- ISBN-10: 0136008860
- ISBN-13: 9780136008866
- Publisher: Prentice Hall
- Pages: 744
- Date: October 2008