CellPerformance
All things related to getting the best performance from your Cell Broadband Engine™ (CBE) processor.
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Articles
Cross-compiling for PS3 Linux
n this article, I will detail the basic steps I used to get started building on a host PC and running on the PS3.

Unaligned scalar load and store on the SPU
An example of unaligned loads and stores on the SPU. The solution to this problem is to remember that the SPU does not have a scalar instruction set or access local memory in anything except 16 bytes quadwords.

atan2 on SPU
A branch-free implementation of atan2 vector floats for the SPU.

Branch-free implementation of half-precision (16 bit) floating point
The goal of this project is serve as an example of developing some relatively complex operations completely without branches - a software implementation of half-precision floating point numbers.

Better Performance Through Branch Elimination
An introduction to branch penalties: Why it's a good idea to avoid branchy code.

Box Overlap
A look at a function to test for overlap between 3D boxes, and how to optimize it for the CBE.

A 4x4 Matrix Inverse
Study case about how to convert scalar code indo SIMD code for PPU and SPU using the matrix inverse as example.

Avoiding Microcoded Instructions On The PPU
Executing instructions from microcode can wreck havok on inner loop performance. Find out which instructions are microcoded and how to avoid them.

Choosing to Avoid Branches: A Small Altivec Example
An example of why less instructions doesn't always equal faster code.

More Techniques for Eliminating Branches
Some additional examples for eliminating integer and floating-point branches.

Programming with Branches, Patterns and Tips
GCC follows some straightforward rules that are useful to know when programming with branches.

Benefits to Branch Elimination
The fundamental principal behind branch elimination is that expressing a value as a simple function of its inputs (a single basic block) is often more efficient than selecting a result through a change in control flow (branching).

Background on Branching
A background in understanding how branches operate on the PPU and SPU.

Links
No Insider Info!
Although discussions on applying the Cell processor to game development are welcome here, do not ask for insider information related to Sony's Playstation 3.

The details of the hardware and development are covered by a non-disclosure agreement and under no conditions will confidential information be permitted on this site.

Playstation 3 developers are welcome to participate in the discussions but be aware that this is a publicly accessable site and information not available to the general public may not be disclosed.

Keep it clean so that we can continue to build on the community of Cell developers both inside and outside video game development.

Thank you for your cooperation,
Mike.
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Getting Started
Mike Acton
August 04, 2006
Must Reads
For a high level overview of the Cell architecture and to familiarize yourself with the issues of Cell programming, the following articles are excellent:

IBM's Peter Hofstee wrote:
Cell Broadband Engine Architecture from 20,000 feet

Lal Shimpi for AnandTech wrote:
Understanding the Cell Microprocessor

David T. Wang for Real World Technologies wrote:
ISSCC 2005: The CELL Microprocessor

Nicholas Blachford wrote two excellent Cell introductions:
Programming The Cell Processor
Cell Architecture Explained (Version 2)

For more detailed information on programming the Cell, there are two sets of documents to read, digest, and keep handy for future reference: IBM's Cell Programming Handbook and Sony's Cell Documentation. Programmers should get all the documents, and should at least be familiar with the contents. They are excellent (and definitive) resources.

Although only really specific to the PPU, it is highly recommended that programmers read IBM's PowerPC Compiler Writer's Guide. It's both a great reference for the PPU and full of excellent programming tips.
Start Programming
Programmers that want to get down to business and start developing Cell code should download IBM Cell SDK and full system simulator

For more information on using the full system simulator, start by reading IBM's New to Cell Broadband Engine technology. Also be sure to read Peter Seebach's article: Get started with the Cell Broadband Engine Software Development Kit.

Of course, it should go without saying that programmers should look at all the samples that come with the SDK. There´s often no better documentation than a real working example.

For instruction on setting up a build environment for PS3/Linux development and downloading the toolchain, see: Cross-compiling for PS3 Linux

For information on getting the simulator to run under alternative Linux distributions see the forum post Running the Cell system simulator under Debian
More Information
IBM keeps lists of relevent Cell Articles and Cell Documentation.
IBM also has a separate Cell Broadband Engine Technical Library.

The Cell Developer´s Corner at Power.org is a good resource for training materials.

For example, there you´ll find the materials from the Cell Workshop in Cuperinto that was held in June, 2006.

There is also quite a lot of good information to be had at IBM Reseach's Cell Project

To post or review additional resources see the forum post Best .pdf's for starters