[Open-graphics] Sun releases RTL design for Niagra 2 under GPL 2.0
Nicolas Boulay
nicolas.boulay at gmail.com
Sat Dec 15 13:46:53 EST 2007
2007/12/15, James Richard Tyrer <tyrerj at acm.org>:
> Nicolas Boulay wrote:
> > 2007/12/15, James Richard Tyrer <tyrerj at acm.org>:
> >> And more hardware is more hardware so it will obviously run the
> >> problem faster.
> >
> > That the point !
>
> Yes, and where do we get this additional hardware (that is more hardware
> than 16 32bit float MACs would require)?
>
> > You completly over-estimate the size of the control logique compare
> > to the size of a fast FPU. That's at least one order of magnitude
> > smaller.
>
> Microcode has very little control logic because the microcode tells
> everything what to do. OTOH, a systolic array has no control logic.
>
Compare to fpu, control logic look like peanuts...
And for simple, risc like cpu, microcode have no use...
> > To take the issue from an other point of view : a 3 scalar core GPU
> > will be faster and smaller than a 4 way SIMD core GPU.
>
> Yes, 3 is less than 4. In fact, it is exactly 1 less. So why not
> compare equivalents? Are you saying that a 3 scaler core GPU will be
> faster and smaller than a 3 way SIMD core GPU?
>
I though exactly what i write to make it more evident.
A fat big _4_ SIMD single core will be most of the time slower than a
GPU with _3_ scalar core.
And yes, it's evident that 3 fpu will use a smaller die than 4.
> If so, then start by clearly defining:
>
> 3 scalar core GPU
> 3 way SIMD core GPU
>
> > I speak about shader code, not about the generic 3D pipeline.
>
> Shader code _is_ matrix and vector code. We are operating on pixels.
> Color pixels *are* vectors!
Reread my first post. Most of (complexe) shader code are _not_ vector code.
I don't speak on generic terme, i speak about real world example of
current complexe vector shader and pixel shader.
>
> --
> JRT
>
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