Originally Posted by GotHolesInMySocks PlayStation 4 GPU – compute, queues and pipelines
A lot of rumors are flooding internet about GPU enhancements in PS4. We will try to give more info about this AMD’s custom graphic card inside PS4.
As we said Liverpool GPU is derived from R10XX family from AMD (Southern Islands). Front end blocks, back end blocks, and the basics of the shader cores remain largely unchanged. But they have added some major new additions (mostly aimed at improving the capabilities and efficiences of compute workloads).
Liverpool has multiple compute rings and pipes that provides fine control over how the system resources are divided amongst all of the application’s GPU workloads. This pipelines can perform simulteneous asynchronous compute.
This diagram exposes the queues and pipelines from PS4 GPU.
PS4 GPU has a total of 2 rings and 64 queues on 10 pipelines.
Same as R10xx
Graphics and compute
- High Priority Graphics (HP3D) ring and pipeline
New for Liverpool
Same as GFX pipeline except no compute capabilities
For exclusive use by VShell
- 8 Compute-only pipelines
Each pipeline has 8 queues of a total of 64
Replaces the 2 compute-only queues and pipelines on R10XX
Can be used by both game and VShell (likely assign on a pipeline basis, 1 for VShell, and 7 for game)
Queues can be allocated by game system or by middleware type
Allows rendering and compute loads to be processed in parallel
Liverpool compute-only pipelines do not have Constant Update Engines (presented in R10XX cards)