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Emotion Engine
The Emotion Engine is a central processing unit developed and manufactured by Sony Computer Entertainment and Toshiba for use in the PlayStation 2 video game console. It was also used in early PlayStation 3 models sold in Japan and North America (Model Numbers CECHAxx & CECHBxx) to provide PlayStation 2 game support. Mass production of the Emotion Engine began in 1999 and ended in late 2012 with the discontinuation of the PlayStation 2. Description The Emotion Engine consists of eight separate "units", each performing a specific task, integrated onto the same die. These units are: a CPU core, two Vector Processing Units (VPU), a 10-channel DMA unit, a memory controller, and an Image Processing Unit (IPU). There are three interfaces: an input output interface to the I/O processor, a graphics interface (GIF) to the graphics synthesizer, and a memory interface to the system memory. The CPU core is tightly coupled to the first VPU, VPU0. Together, they are responsible for exe ...
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Sony EmotionEngine CXD9615GB Top
, commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional electronic products, the largest video game console company and the largest video game publisher. Through Sony Entertainment Inc, it is one of the largest music companies (largest music publisher and second largest record label) and the third largest film studio, making it one of the most comprehensive media companies. It is the largest technology and media conglomerate in Japan. It is also recognized as the most cash-rich Japanese company, with net cash reserves of ¥2 trillion. Sony, with its 55 percent market share in the image sensor market, is the largest manufacturer of image sensors, the second largest camera manufacturer, and is among the semiconductor sales leaders. It is the world's largest player in the premium TV market for ...
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Graphics Synthesizer
The PlayStation 2 technical specifications describe the various components of the PlayStation 2 (PS2) video game console. Overview The sixth-generation hardware of the PlayStation 2 video game console consists of various components. At the heart of the console's configuration is its central processing unit (CPU), a custom RISC processor known as the Emotion Engine which operates at 294.912 MHz (299 MHz in later consoles). The CPU heavily relies on its integration with two vector processing units, known as VPU0 and VPU1, the Graphics Synthesizer, and a floating-point unit (FPU) in order to render 3D graphics. Other components, such as the system's DVD-ROM optical drive and DualShock 2 controller, provide the software and user control input. PlayStation 2 software is distributed on CD-ROM and DVD-ROM. In addition, the console can play audio CDs and DVD movies, and is backwards compatible with original PlayStation games. This is accomplished through the inclusion of ...
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Translation Lookaside Buffer
A translation lookaside buffer (TLB) is a memory cache that stores the recent translations of virtual memory to physical memory. It is used to reduce the time taken to access a user memory location. It can be called an address-translation cache. It is a part of the chip's memory-management unit (MMU). A TLB may reside between the CPU and the CPU cache, between CPU cache and the main memory or between the different levels of the multi-level cache. The majority of desktop, laptop, and server processors include one or more TLBs in the memory-management hardware, and it is nearly always present in any processor that utilizes paged or segmented virtual memory. The TLB is sometimes implemented as content-addressable memory (CAM). The CAM search key is the virtual address, and the search result is a physical address. If the requested address is present in the TLB, the CAM search yields a match quickly and the retrieved physical address can be used to access memory. This is called a ...
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Scratchpad RAM
Scratchpad memory (SPM), also known as scratchpad, scratchpad RAM or local store in computer terminology, is a high-speed internal memory used for temporary storage of calculations, data, and other work in progress. In reference to a microprocessor (or CPU), scratchpad refers to a special high-speed memory used to hold small items of data for rapid retrieval. It is similar to the usage and size of a scratchpad in life: a pad of paper for preliminary notes or sketches or writings, etc. In some systems it can be considered similar to the L1 cache in that it is the next closest memory to the ALU after the processor registers, with explicit instructions to move data to and from main memory, often using DMA-based data transfer. In contrast to a system that uses caches, a system with scratchpads is a system with non-uniform memory access (NUMA) latencies, because the memory access latencies to the different scratchpads and the main memory vary. Another difference from a system that ...
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Instruction Cache
A CPU cache is a hardware cache used by the central processing unit (CPU) of a computer to reduce the average cost (time or energy) to access data from the main memory. A cache is a smaller, faster memory, located closer to a processor core, which stores copies of the data from frequently used main memory locations. Most CPUs have a hierarchy of multiple cache levels (L1, L2, often L3, and rarely even L4), with different instruction-specific and data-specific caches at level 1. The cache memory is typically implemented with static random-access memory (SRAM), in modern CPUs by far the largest part of them by chip area, but SRAM is not always used for all levels (of I- or D-cache), or even any level, sometimes some latter or all levels are implemented with eDRAM. Other types of caches exist (that are not counted towards the "cache size" of the most important caches mentioned above), such as the translation lookaside buffer (TLB) which is part of the memory management unit (MMU) w ...
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Associative Cache
A CPU cache is a memory which holds the recently utilized data by the processor. A block of memory cannot necessarily be placed randomly in the cache and may be restricted to a single CPU cache#Cache entries, cache line or a set of cache lines by the cache placement policy. In other words, the cache placement policy determines where a particular memory block can be placed when it goes into the cache. There are three different policies available for placement of a memory block in the cache: direct-mapped, fully associative, and set-associative. Originally this space of cache organizations was described using the term "congruence mapping". Direct-mapped cache In a direct-mapped cache structure, the cache is organized into multiple sets with a single cache line per set. Based on the address of the memory block, it can only occupy a single cache line. The cache can be framed as a column matrix. To place a block in the cache * The set is determined by the CPU cache#Cache entry ...
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Pipeline (computing)
In computing, a pipeline, also known as a data pipeline, is a set of data processing elements connected in series, where the output of one element is the input of the next one. The elements of a pipeline are often executed in parallel or in time-sliced fashion. Some amount of buffer storage is often inserted between elements. Computer-related pipelines include: * Instruction pipelines, such as the classic RISC pipeline, which are used in central processing units (CPUs) and other microprocessors to allow overlapping execution of multiple instructions with the same circuitry. The circuitry is usually divided up into stages and each stage processes a specific part of one instruction at a time, passing the partial results to the next stage. Examples of stages are instruction decode, arithmetic/logic and register fetch. They are related to the technologies of superscalar execution, operand forwarding, speculative execution and out-of-order execution. * Graphics pipelines, found in mo ...
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Streaming SIMD Extensions
In computing, Streaming SIMD Extensions (SSE) is a single instruction, multiple data (SIMD) instruction set extension to the x86 architecture, designed by Intel and introduced in 1999 in their Pentium III series of Central processing units (CPUs) shortly after the appearance of Advanced Micro Devices (AMD's) 3DNow!. SSE contains 70 new instructions (65 unique mnemonics using 70 encodings), most of which work on single precision floating-point data. SIMD instructions can greatly increase performance when exactly the same operations are to be performed on multiple data objects. Typical applications are digital signal processing and graphics processing. Intel's first IA-32 SIMD effort was the MMX instruction set. MMX had two main problems: it re-used existing x87 floating-point registers making the CPUs unable to work on both floating-point and SIMD data at the same time, and it only worked on integers. SSE floating-point instructions operate on a new independent register set, the ...
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SIMD
Single instruction, multiple data (SIMD) is a type of parallel processing in Flynn's taxonomy. SIMD can be internal (part of the hardware design) and it can be directly accessible through an instruction set architecture (ISA), but it should not be confused with an ISA. SIMD describes computers with multiple processing elements that perform the same operation on multiple data points simultaneously. Such machines exploit data level parallelism, but not concurrency: there are simultaneous (parallel) computations, but each unit performs the exact same instruction at any given moment (just with different data). SIMD is particularly applicable to common tasks such as adjusting the contrast in a digital image or adjusting the volume of digital audio. Most modern CPU designs include SIMD instructions to improve the performance of multimedia use. SIMD has three different subcategories in Flynn's 1972 Taxonomy, one of which is SIMT. SIMT should not be confused with software thr ...
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Instruction Set Architecture
In computer science, an instruction set architecture (ISA), also called computer architecture, is an abstract model of a computer. A device that executes instructions described by that ISA, such as a central processing unit (CPU), is called an ''implementation''. In general, an ISA defines the supported instructions, data types, registers, the hardware support for managing main memory, fundamental features (such as the memory consistency, addressing modes, virtual memory), and the input/output model of a family of implementations of the ISA. An ISA specifies the behavior of machine code running on implementations of that ISA in a fashion that does not depend on the characteristics of that implementation, providing binary compatibility between implementations. This enables multiple implementations of an ISA that differ in characteristics such as performance, physical size, and monetary cost (among other things), but that are capable of running the same machine code, so that ...
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MIPS Architecture
MIPS (Microprocessor without Interlocked Pipelined Stages) is a family of reduced instruction set computer (RISC) instruction set architectures (ISA)Price, Charles (September 1995). ''MIPS IV Instruction Set'' (Revision 3.2), MIPS Technologies, Inc. developed by MIPS Computer Systems, now MIPS Technologies, based in the United States. There are multiple versions of MIPS: including MIPS I, II, III, IV, and V; as well as five releases of MIPS32/64 (for 32- and 64-bit implementations, respectively). The early MIPS architectures were 32-bit; 64-bit versions were developed later. As of April 2017, the current version of MIPS is MIPS32/64 Release 6. MIPS32/64 primarily differs from MIPS I–V by defining the privileged kernel mode System Control Coprocessor in addition to the user mode architecture. The MIPS architecture has several optional extensions. MIPS-3D which is a simple set of floating-point SIMD instructions dedicated to common 3D tasks, MDMX (MaDMaX) which is a more exten ...
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Microprocessor Report
''Microprocessor Report'' is a newsletter covering the microprocessor industry. The publication is accessible only to paying subscribers. To avoid bias, it does not take advertisements. The publication provides extensive analysis of new high-performance microprocessor chips. It also covers microprocessor design issues, microprocessor-based systems, memory and system logic chips, embedded processors, GPUs, DSPs, and intellectual property (IP) cores. History and profile ''Microprocessor Report'' was first published in 1987 by Michael Slater. Original board members included Bruce Koball, George Morrow, and J H Wharton all of whom served for many years. Originally published monthly in print, since 2000 it has been published weekly online and monthly in print. Slater left MicroDesign Resources (MDR), at the end of 1999. Typical articles describe the internal design and feature set of microprocessors from vendors such as Intel, Broadcom, and Qualcomm. The articles usually compare the ...
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