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The Cell processor is the brain of the Playstation 3 and is IBM’s foremost device in the field of supercomputing. This book covers the Cell inside and out, from its internal architecture to its programming methods and development tools. Packed with code examples, step-by-step tutorials, and helpful diagrams, this treatment provides a hands-on introduction to programming the Cell in C, C++, and assembly language. The majority of the book describes the wide range of applications available for the Cell and the many free libraries that simplify the development process. Whether you’re interested in games, graphics, signal processing, cryptography, statistics, or vector/matrix operations, this book has something to offer anyone interested in high-performance computing.
Chapter 1: Introducing the Cell Processor
Part I: The Software Development Tools
Chapter 2: The Cell Software Development Kit (SDK)
Chapter 3: Building Applications for the Cell Processor
Chapter 4: Debugging and Simulating Applications
Chapter 5: The Cell SDK Integrated Development Environment
Part II: The PowerPC Processor Element (PPE)
Chapter 6: Introducing the PowerPC Processor Unit (PPU)
Chapter 7: The SPE Runtime Management Library (libspe)
Chapter 8: SIMD Programming on the PPU, Part 1: Vector Libraries and Functions
Chapter 9: SIMD Programming on the PPU, Part 2: Methods and Algorithms
Part III: The Synergistic Processor Element (SPE)
Chapter 10: Introducing the Synergistic Processor Unit (SPU)
Chapter 11: SIMD Programming on the SPU
Chapter 12: SPU Communication, Part 1: Direct Memory Access
Chapter 13: SPU Communication, Part 2: Events, Mailboxes, and Signals
Chapter 14: Advanced SPU Topics: Overlays, Software Caching, and SPU Isolation
Chapter 15: SPU Assembly Language
Part IV: Mathematics and Computation
Chapter 16: Vectors and Matrices
Chapter 17: The Fast Fourier Transform (FFT)
Chapter 18: Multiprecision Operations and Monte-Carlo Methods
Part V: Graphics and Games
Chapter 19: Programming the Framebuffer
Chapter 20: OpenGL: Mesa and Gallium
Chapter 21: Building Games with Ogre3D
Chapter 22: Packaging Games with COLLADA
Epilogue
Part VI: Appendices
Appendix A: Understanding ELF Files
Appendix B: Configuring the Linux Kernel
Appendix C: The Accelerated Library Framework (ALF)
Appendix D: SPU Assembly Instruction Reference
Appendix E: Introduction to Tcl
- ISBN10 013715612X
- ISBN13 9780137156122
- Publish Date 26 September 2008
- Publish Status Out of Print
- Out of Print 15 March 2021
- Publish Country US
- Imprint Pearson
- Format eBook
- Pages 744
- Language English