XBOX 360 Architecture

yellvillepotatocreekΛογισμικό & κατασκευή λογ/κού

2 Δεκ 2013 (πριν από 3 χρόνια και 7 μήνες)

87 εμφανίσεις

XBOX 360 Architecture

Jake Seigel

Darren Peters

Stuff we’ll talk about

Odds and ends about the Xbox 360


Released in a variety of “versions” with
varying hardware.


Hard Drives {20GB, 60GB, 120GB}


Xbox Live Arcade


Compatibility with Original Xbox*


Halo is wicked


The System

The CPU


“Xenon”, based on IBM’s PowerPC Instruction set
architecture


165 million transistors


3 cores, each core clocked at 3.2GHz


Each core contains 2 symmetric multithreading
hardware threads


Also implements the VMX128 SIMD vector
instruction set

The CPU Cores


Each core has 32KB L1 instruction cache, and
32KB L1 data cache


All cores share 1MB L2 cache


Each core implements in
-
order issuance


Each core also implements the VMX128 SIMD
instruction set. This has been customized for
graphics workloads.


Why In
-
Order Issuance?


Out of order issuance allows instructions to
execute faster, as instructions waiting for data do
not hold up instructions waiting in the queue


In
-
order cores take up less space on the chip


In
-
order cores use much less power (lol)


Two simultaneous threads make in
-
order
processing much more efficient than
traditionally thought


In
-
order issuance is simpler, aiding design and
implementation

The VMX128 SIMD Instruction Set


Single
-
Instruction Multiple
-
Data


Contains 128 128
-
bit registers per hardware thread


Contains instruction sets for floating point,
permutation, and simple computations


Includes an instruction specifically for computing dot
-
products, common to graphics applications


The CPU can compute 9.6 billion dot
-
products/second


The CPU

The GPU


ATI Xenos R500
(runs at 500Mhz)


eDRAM framebuffer
on a separate chip


32GB/s connection
between parent and
daughter chips




Features


Unified Shader Architecture


No distinct vertex or pixel shader engines


Adjusts automatically to the load


DirectX 9.0 and HLSL 3.0


Capable of vector and scalar operations
with single
-
cycle throughput

More Features



16 texture fetch engines feeding the shaders


16 programmable vertex fetch engines with built
-
in tessellation


16 interpolators in dedicated hardware


Allows a form of data streaming called Xbox
Procedural Synthesis. (One way data
transmission from the CPU to the GPU)

Even more features


The GPU supports shader data to be
exported directly to a buffer in memory.


This allows the 360 to natively support
GPGPU processing.

Performance


500 million triangles per second


16 gigasamples per second using 4X
FSAA


48 billion shader operations per second


96 shader calculations per cycle (at peak)

The others…


The Xbox’s heatsinks are actively cooled
by a pair of 60 mm exhaust fans.


Microsoft added an aluminum heat sink to
cool the GPU in Xboxs made in late 2007


The 360 eats
116.48

kWh which will cost
you $20.10 a year to play it about 2 hours
a day


References


http://hardware.teamxbox.com/articles/xbox/1144/The
-
Xbox
-
360
-
System
-
Specifications/p1


http://www2.computer.org/portal/web/csdl/doi/10.1109/MM.2006.45


http://en.wikipedia.org/wiki/Xbox_360_hardware


http://www.xbox.com/en
-
AU/support/xbox360/manuals/xbox360specs.htm


http://www.eetimes.com/news/latest/showArticle.jhtml?articleID=197006869


http://www.beyond3d.com/content/articles/4/


Jeff Andrews, Nick Baker, "Xbox 360 System Architecture," IEEE Micro, vol.
26, no. 2, pp. 25
-
37, Mar./Apr. 2006, doi:10.1109/MM.2006.45




And now, one last look at our faces