One or 2 years ago, somebody post many real world shader code. Despite
the fact that opengl arb propose vector operation, most of the
instructions used are scalar. So a simd processor have no interrest
for this kind of code.

Maybe you have eard that ati or nvidia are switch to "scalar" core.
Maybe you know why, now. Befor, rumors said that they use 2 way simd
core.

If you use 1 cpu core with a SIMD engine of 4 ways or 4 scalar cpu,
you will need the same data bandwith to fill all the units. The
difference is that the SIMD core will be less efficient for advance
shader code.

The most used instruction is "add" then "mul". For the maximum
effisciency (mips/Si mm²),   the core must sustain one "mul" par cycle
and why not 2 adds.

2007/12/14, James Richard Tyrer <[EMAIL PROTECTED]>:
> Nicolas Boulay wrote:
> > 2007/12/14, James Richard Tyrer <[EMAIL PROTECTED]>:
> >> Patrick McNamara wrote:
> >>> http://www.opensparc.net/news/2007-12/tgdaily-sun-open-sources-t2-processor.html
> >>>
> >>>
> >> This (unlike the T1) supports all VIS instructions (except Quad
> >> precision) and the FGX processor (SIMD).
> >>
> >> It is actually the FGX processor which would be of interest to us.
> >> I have wondered if it would be possible to have a graphics
> >> processor based on multiple SIMD processors from standard MPUs.  I
> >> was thinking of the AltiVec; however, the SPARC is available free.
>
> > SIMD have no use for shader program. multiple scalar core are much
> > more efficient. The issue is then the connection network.
> >
> I have to wonder if you actually know what the hardware for a shader is.
>   And if you know what the AltiVec hardware is.  Or, perhaps you know
> what the MMX/3DNOW/SSE/SSE2/SSE3 hardware is.
>
> What we have is 4 32bit registers on which we can execute a single
> instruction which will operate on the 4 registers at once.  The
> instructions ARE the instructions which are needed to implement 3D
> hardware graphics (wonder why AMD called it 3DNOW).  In short, the SIMD
> graphics hardware in the Pentium/Athlon, PowerPC, UltraSPARC is a
> shader.  A shader operates on vector and matrix data types (read OpenGL
> Shader Language) which means that it MUST BE SIMD (VectorProcessor ==
> SIMD -- I prefer VectorProcessor since all instructions don't do exactly
> the same thing to all of the data).
>
> The current ATI and nVidia chips are extensions of SIMD.  They are still
> SIMD.  The difference is that the processing units do not have fixed
> assignments.
>
> The above considered, just exactly what do you mean?
>
> That said, why would we want to use an existing hardware design.  Simple
> reason, we would already know that it works and could save several years
> of R&D.
>
> The problem with multiple independent processors is that each processor
> must be fed data and instructions.  This requires a buss system.  There
> are limits to the practical width of a parallel buss system.  So, large
> systems must go to a crossbar system.  Considering the massive crossbar
> which would be needed for all of the processing units to be totally
> separate scalar units, I would guess that ATI & nVidia have some
> semi-fixed organization for the assignment of processing units to data
> and instructions.
>
> The real point is that with a 4 word vector processor that the amount of
> computing by the "t" processor is much less than the "x" processor.  I
> have already mentioned the possibility of having, for example, 4 4-word
> vector processors (SIMD) but only using 8 processing units to implement
> them based on the same theory that all of the operations won't always
> need 4 processors (and would simply have to wait if enough processors
> weren't available).
>
> --
> JRT
>
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