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Unleashing the Power of the Cell Broadband Engine

An anonymous reader writes "IBM DeveloperWorks is running a paper from the MPR Fall Processor Forum 2005 explores programming models for the Cell Broadband Engine (CBE) Processor, from the simple to the progressively more advanced. With nine cores on a single die, programming for the CBE is like programming for no processor you've ever met before."

15 of 136 comments (clear)

  1. Re:New Me by NanoGator · · Score: 4, Funny

    "I just want to draw a flowchart and have the compiler and realtime scheduler distribute processes and data among the hardware resources. If we are getting a new architecture and new "programming models", and therefore new compilers and kernels, how about a new IDE paradigm."

    Bingo, sir.

    --
    "Derp de derp."
  2. Wow ... by JMZorko · · Score: 4, Interesting

    ... all those _registers_ make me salivate! One of the coolest things about the RCA1802 (the processor I learned on) compared to others in its' time was that it had _loads_ of registers when compared to a 6502 or 8085. It spoiled me, though ... when I started exploring those other CPUs, I always thought "Huh? Where are all of the registers?"

    So yes, I want a Cell-based devkit now, 'cuz this sounds like _fun_ :-)

    Regards,

    John

    --
    Falling You - beautiful
  3. ps3 programming by orlyonok · · Score: 3, Insightful

    from the article and if the ps3 cell cpu is even half the processor than this monster is i say that game companies will need a lot of real programmers to make real good games (as if they cared).

    --
    And I have prayed unto You, O Lord U**X in the time of the Will of Linux.
    1. Re:ps3 programming by iota · · Score: 4, Insightful

      from the article and if the ps3 cell cpu is even half the processor than this monster is i say that game companies will need a lot of real programmers to make real good games (as if they cared).

      1. Some of us do care, actually.
      2. The Cell processor described is exactly the processor in the PS3.
      3. Yes, regardless of what some would like to believe, there is no magic. It's different, but it's the way things are going, so some of us are adapting the way develop. It'll take work, and maybe a little time, but that's always been our job - we get hardware and we figure out how to do something cool with it.
      4. It is actually really fun to work on and very impressive.

  4. 20 core die by Anonymous Coward · · Score: 3, Funny
    Amazing progress. So with 20 cores on a single die, we can play D&D in real time?

    It's Saturday night and I'm all alone here, cut me some slack...

  5. Re:Has nothing to do with Broadband by Guilly · · Score: 3, Informative

    I would assume they call it broadband because the 8 SPE's can communicate to each other over a 100GB/s link (called the Element Interconnect Bus -- yes, that's 100GB not 100Gb) and also because it provides plenty of SIMD instructions.

    Oh yeah. If you read their web page they also mention the Cell processor will be able to handle broadband rich media applications and streaming content:
    The first-generation Cell Broadband Engine (BE) processor is a multi-core chip comprised of a 64-bit Power Architecture processor core and eight synergistic processor cores, capable of massive floating point processing, optimized for compute-intensive workloads and broadband rich media applications.

  6. Re:PS3 Suggestion by spoonboy42 · · Score: 4, Informative

    The PS3 has 512M of memory by default. It is half Rambus XDR and half GDDR3, but both segments of memory can be addressed by both the processor and the GPU.

    --
    Anonymous Luddite: "What do you think of the dehumanizing effects of the Internet?"
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  7. Re:PS3 Suggestion by rpdillon · · Score: 4, Interesting

    Every PS3 hard drive is shipping with Linux onboard.

  8. Mambo development by iota · · Score: 4, Informative
    Development for the Cell is open. You are free to download IBM's Cell Simulator.
    Written in C, a significant part of the Full-System Simulator's simulation capability is directly attributed to its simulation multitasking framework component. Developed as a robust, high-performance alternative to conventional process and thread programming, the multitasking framework is a lightweight, multitasking scheduling framework that provides a complete set of facilities for creating and scheduling threads, manipulating time delays, and applying a variety of interthread communication policies and mechanisms to simulation events.
    The simulator runs a Redhat kernel, so the programming model will be familiar. Also both SCE's (gcc-based) and IBM's (XLC) compilers are available for both the PPU and SPU.

    IBM will also be releasing Cell-based Blade servers next year, so pick one up if you're serious about development!
  9. Reminds me of programming the nCube by Animats · · Score: 3, Interesting
    The nCube, in the 1980s, was much like this. 64 to 1024 processors, each with 128KB and a link to neighboring processors, plus an underpowered control machine (an Intel 286, surprisingly.)

    The Cell machines are about equally painful to program, but because they're cheaper, they have more potential applications than the nCube did. Cell phone sites, multichannel audio and video processing, and similar easily-parallelized stream-type tasks fit well with the cell model. It's not yet clear what else does.

    Recognize that the cell architecture is inherently less useful than a shared-memory multiprocessor. It's an attempt to get some reasonable fraction of the performance of an N-way shared memory multiprocessor without the expensive caches and interconnects needed to make that work. It's not yet clear if this is a price/performance win for general purpose computing. Historically, architectures like this have been more trouble than they're worth. But if Sony fields a few hundred million of them, putting up with the pain is cost-justified.

    It's still not clear if the cell approach does much for graphics. The PS3 is apparently going to have a relatively conventional nVidia part bolted on to do the back end of the graphics pipeline.

    I'm glad that I don't have to write a distributed physics engine for this thing.

  10. they gave up... by YesIAmAScript · · Score: 5, Interesting

    Both Sony and MS realized they couldn't make a single true general-purpose CPU with the performance they wanted for a price they could afford to sell in their consoles.

    Sony went to a CPU, GPU and 7 co-processors (Cell).
    MS went to a 3 CPUs with vector-assist and a GPU.

    Both companies are going to need to spend a lot of time and money on developer tools to help their developers more easily take advantage of their oddball hardware, or else they will end up right where Saturn did.

    I guess the good news for both companies is that there is no alternative (like PS1 was to Saturn) which is straightforward and thus more attractive.

    PS2 requires programming a specialized CPU with localized memory (the Emotion Engine) and it seems to get by okay. So developers can adapty, given sufficient financial advange to doing so.

    --
    http://lkml.org/lkml/2005/8/20/95
  11. Re:Has nothing to do with Broadband by ScottCooperDotNet · · Score: 5, Insightful
    Simply because IBM mentions broadband doesn't mean it has anything to do with system-to-system data transmission. This sounds a bit like Intel's marketing of "shiny new Pentiums make the Internet faster."

    "The Pentium III will make the Internet a much more consumer-friendly environment," says Jami Dover, Intel's marketing vice president. Surfing today, Dover maintains, is a limited experience because data-transfer rates over ordinary telephone lines do not allow for high-quality audio, video and 3D graphics. "You take people raised on TV and show them a flat, text [Web] page," says Dover. "It's quite a juxtaposition." I guess Intel was hoping the world could go through a phone line with enough compression.

    To us this is a nitpick, to the general public this is more confusion in a jargon filled marketplace.

  12. Re:Remind anyone... by Sycraft-fu · · Score: 3, Insightful

    Well, not quite. The odd processors were a problem for the Saturn, but not the major one. The really major problem was that it wasn't good at 3D. The Saturn was basically designed to be the ultimate 2D console, which it was. However 3D was kinda hacked on later and thus was hard to do and didn't look as good as the competition. This was at a time when 3D was new and flashy, and thus an all-important selling point.

    However you are correct in that having a system with a different development model could be problematic. Game programmers (and I suppose all programmers) can be fairly insular. Many are already whining about the multi-core movement. They like writing single-thread code, a big while loop in essencde, since that's the way it's always been done. However the limitations of technology are forcing new thinking. Fortunately, doing multi-threaded code shouldn't require a major reqorking of the way things are done, espically with good development tools.

    Well, the Cell is something else again. It's multi-core to the extreme in one manner of thinking, but not quite, because the Cells aren't full, independant processor cores. So programming it efficiently isn't just having 8 or 9 or however many cores worth of tasks for it.

    Ultimately, I think the bottom line will come down to the development tools. Game programmers aren't likely to be hacking much assembly code. So if the compiler knows how to optimise their code for the cell, it should be pretty quick. If it doesn't and requires a very different method of coding, it may lead to it being under utilised.

    Now it may not be all that imporant. Remember this isn't like the PS2, the processor isn't being relied on for graphics tranformations, the graphics chip will handle all that. So even if the processor is underultilised and thus on the slow side, visually stunning games should still be possible.

    However it is a risk, and a rather interesting one. I'm not against new mthods of doing things, but it seems for a first run of an architecture, you'd want it in dev and research systems. Once it's been proven and the tools are more robust, then maybe you look at the consumer market. Driving the first generation out in a mass consumer device seems risky, espically given that the X-box has lead time and thus it's development model is already being learned.

  13. MOD PARENT DOWN by imroy · · Score: 4, Informative

    Note to moderators: the user "5, Troll" likes to cut and paste posts from other sites to gain karma. This one was found on the DeveloperWorks site with a quick google search.

  14. Re:CBE = Failure by plalonde2 · · Score: 4, Insightful
    You're right - you don't design around a new processor.

    But you should design around the changes in architecture that have been coming at us for the last 5-10 years: the bus is the bottleneck, and the Cell makes this explicit. It goes so far as to deal with the clock-rate limits we've reached by taking the basic "bus is the limit" and exposing it in a way that lets you stack a bunch of processors without excessive interconnect hardware (and associated heat) into a more power-efficient chip.

    I've been working on Cell for nearly a year now, and it's been really nice being forced to pay attention to the techniques that will be required to get performance on all multi-core machines, which in essence means all new processors coming out. Our bus/clockrate/heat problems are all inter-dependent, and Cell is the first project I've seen that gets serious about letting programmers know they need to change to adapt to this new space.