<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Krzysztof Narkowicz]]></provider_name><provider_url><![CDATA[https://knarkowicz.wordpress.com]]></provider_url><author_name><![CDATA[Krzysztof Narkowicz]]></author_name><author_url><![CDATA[https://knarkowicz.wordpress.com/author/knarkowicz/]]></author_url><title><![CDATA[SPU programming on a retail &#8220;fat&#8221; PS3 with&nbsp;Linux]]></title><type><![CDATA[link]]></type><html><![CDATA[<div style="text-align:left;">
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<p style="text-align:left;">Larabee is approaching, so it&#8217;s a good time to learn more about coding a modern multi-core software renderer. Thanks for Sony, everyone with a retail &#8220;fat&#8221; PS3 can install some Linux distro and have fun with SPU&#8217;s. Not as fun as with a real devkit &#8211; no Visual Studio with ProDG,  no access to RSX and no close to the metal SPU libs. You can&#8217;t even manually assign SPU tasks to physical SPU&#8217;s.</p>
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<div style="text-align:left;">It took me some time to install and configure Linux (YDL 6.1). Small hint &#8211; if you have to use a window manager, use Fluxbox. It&#8217;s much faster on the retail PS3 than GNOME (slow), KDE(very slow) or Enlightenment(very slow). You can also work remotely using ssh/putty/Eclipse IDE (Linux only).</div>
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<div style="text-align:left;">For people without the retail PS3 there is a <a href="http://www.alphaworks.ibm.com/tech/cellsystemsim">cell simulator</a> on the IBM site (again Linux only). Currently only the toolchain is ported to windows (<a href="http://sourceforge.net/projects/cellwindowssdk/">windows cell sdk</a>), so you can compile SPU stuff on Windows, but can&#8217;t run it there.</div>
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<div style="text-align:left;">Be prepared for some posts about software rendering and low level SPU coding :).</div>
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