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词条 RSX Reality Synthesizer
释义

  1. Specifications

      Model numbers  

  2. Local GDDR3 physical memory structure

  3. RSX memory map

  4. Speed, bandwidth and latency

      Speed table  

  5. RSX libraries

  6. Differences with the G70 architecture

  7. Press releases

  8. See also

  9. References

{{original research|date=March 2018}}

The RSX 'Reality Synthesizer' is a proprietary graphics processing unit (GPU) codeveloped by Nvidia and Sony for the PlayStation 3 game console. It is a GPU based on the Nvidia 7800GTX graphics processor and, according to Nvidia, is a G70/G71 (previously known as NV47) hybrid architecture with some modifications. The RSX has separate vertex and pixel shader pipelines. The GPU makes use of 256 MB GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.4 GHz and up to 224 MB of the 3.2 GHz XDR main memory via the CPU (480 MB max).

Although it carries the majority of the graphics processing, the Cell Broadband Engine, the console's CPU, is also used complementarily for some graphics-related computational loads of the console.

Specifications

Unless otherwise noted, the following specifications are based on a press release by Sony at the E3 2005 conference,[1] slides from the same conference,[2] and slides from a Sony presentation at the 2006 Game Developer's Conference.{{citation needed|date=January 2016}}

  • 500 MHz on 90 nm process (shrunk to 65 nm in 2008[3] and to 40 nm in 2010[4]), 300+ million transistors
  • Based on NV47 (Nvidia GeForce 7800 architecture)
  • Little Endian
  • Multi-way programmable parallel floating-point shader pipelines, independent pixel/vertex shader architecture
    • 24 parallel pixel-shader ALU pipelines clocked at 550 MHz
    • 5 ALU operations per pipeline, per cycle (2 vector4, 2 scalar/dual/co-issue and fog ALU, 1 texture ALU){{Citation needed|date=January 2009}}
    • 27 floating-point operations per pipeline, per cycle[5]
    • Floating Point Operations per a second : 192 GFLOPs [6]
    • 8 parallel vertex pipelines
    • 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)
    • 10 FLOPS per pipeline, per cycle[7]
    • 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
    • 24 filtered samples per clock
    • Maximum Texel fillrate: 12.0 Gigatexels per second (24 textures 500 MHz)
    • 32 unfiltered texture samples per clock (8 TA 4 texture samples)
    • 8 render output units (ROPs) / pixel rendering pipelines
    • Peak pixel fillrate (theoretical): 4.0 Gigapixel per second
    • Maximum Z-buffering sample rate: 8.0 Gigasamples per second (2 Z-samples 8 ROPs 500 MHz)
    • Maximum dot product operations: 51 billion per second (combined with Cell CPU)
    • 128-bit pixel precision offers High Dynamic Range rendering
  • 256 MB GDDR3 RAM at 650 MHz
    • 128-bit memory bus width
    • 22.4 GB/s read and write bandwidth
  • Cell FlexIO bus interface
    • Rambus XDR Memory interface bus width: 56bit out of 64bit (serial)
    • 20 GB/s read to the Cell and XDR memory
    • 15 GB/s write to the Cell and XDR memory
  • 576 KB texture cache (96 KB per quad of pixel pipelines)
  • Support for PSGL (OpenGL ES 1.1 + Nvidia Cg)
  • Support for S3 Texture Compression[8]

Other features: Support for Bilinear, trilinear, anisotropic, quincunx texture filtering, quincunx antialiasing, up to 4xMSAA, SSAA, Alpha to Coverage and Alphakill.

Model numbers

90nm:

  • CXD2971AGB
  • CXD2971DGB
  • CXD2971GB
  • CXD2971-1GB
  • CXD297BGB

65nm:

  • CXD2982
  • CXD2982GB
  • CXD2991GB
  • CXD2991BGB
  • CXD2991GGB
  • CXD2991CGB
  • CXD2991EGB

40nm:

  • CXD5300AGB
  • CXD5300A1GB
  • CXD5301DGB
  • CXD5302DGB
  • CXD5302A1GB

Local GDDR3 physical memory structure

  • Total Memory 256MB
  • 2 Partitions (128MB)
  • 64bit bus per partition
  • 8 Banks per partition (16MB)
  • 4096 Pages per bank (4KB) -> 12bit Row Address
  • Memory block in a page -> 9bit Column Address
  • Minimum access granularity = 8 bytes -> same as buswidth between RSX <> GDDR

RSX memory map

Although the RSX has 256MB of GDDR3 RAM, not all of it is usable. The last 4MB is reserved for keeping track of the RSX internal state and issued commands. The 4MB of GPU Data contains RAMIN, RAMHT, RAMFC, DMA Objects, Graphic Objects, and the Graphic Context. The following is a breakdown of the address within 256MB of the RSX.

Address Range Size Comment
0000000-FBFFFFF 252 MB Framebuffer
FC00000-FFFFFFF 4 MB GPU Data
FF80000-FFFFFFF 512KB RAMIN: Instance Memory
FF90000-FF93FFF 16KB RAMHT: Hash Table
FFA0000-FFA0FFF 4KB RAMFC: FIFO Context
FFC0000-FFCFFFF 64KB DMA Objects
FFD0000-FFDFFFF 64KB Graphic Objects
FFE0000-FFFFFFF 128KB GRAPH: Graphic Context

Besides local GDDR3 memory, main XDR memory can be accessed by RSX too, which is limited to either:

  • 0MB - 256MB (0x00000000 - 0x0FFFFFFF)

-or-

  • 0MB - 512MB (0x00000000 - 0x1FFFFFFF)

Speed, bandwidth and latency

System bandwidth (theoretical maximum):

  • Cell to/from 256MB XDR : 25.6 GB/s
  • Cell to RSX (IOIFO): 20GB/s (practical : 15.8GB/s @ packetsize 128B)
  • Cell from RSX (IOIFI) : 15GB/s (practical : 11.9GB/s @ packetsize 128B)
  • RSX to/from 256MB GDDR3 : 20.8GB/s (@ 650 MHz)

Because of the aforementioned layout of the communication path between the different chips, and the latency and bandwidth differences between the various components, there are different access speeds depending on the direction of the access in relation to the source and destination. The following is a chart showing the speed of reads and writes to the GDDR3 and XDR memory from the viewpoint of the Cell and RSX. Note that these are measured speeds (rather than calculated speeds) and they should be worse if RSX and GDDR3 access are involved because these figures were measured when the RSX was clocked at 550Mhz and the GDDR3 memory was clocked at 700Mhz. The shipped PS3 has the RSX clocked in at 500Mhz (front and back end, although the pixel shaders run separately inside at 550Mhz). In addition, the GDDR3 memory was also clocked lower at 650Mhz.

Speed table

Processor 256MB XDR 256MB GDDR3
Cell Read 16.8GB/s 16MB/s (15.6MB/s @ 650 MHz)
Cell Write 24.9GB/s 4GB/s
RSX Read 15.5GB/s 22.4GB/s (20.8GB/s @ 650 MHz)
RSX Write 10.6GB/s 22.4GB/s (20.8GB/s @ 650 MHz)

Because of the very slow Cell Read speed from the 256MB GDDR3 memory, it is more efficient for the Cell to work in XDR and then have the RSX pull data from XDR and write to GDDR3 for output to the HDMI display. This is why extra texture lookup instructions were included in the RSX to allow loading data from XDR memory (as opposed to the local GDDR3 memory).

RSX libraries

The RSX is dedicated to 3D graphics, and developers are able to use different API libraries to access its features. The easiest way is to use high level PSGL, which is basicially OpenGL|ES with programmable pipeline added in, however this is unpopular due to the performance overhead on a relatively weak console CPU.

At a lower level developers can use LibGCM, which is an API that builds RSX command buffers at a lower level. (PSGL is actually implemented on top of LibGCM). This is done by setting up commands (via FIFO Context) and DMA Objects and issuing them to the RSX via DMA calls.