Nicolas Boulay wrote:
2007/12/15, James Richard Tyrer <[EMAIL PROTECTED]>:
Nicolas Boulay wrote:
2007/12/15, James Richard Tyrer <[EMAIL PROTECTED]>:
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...
An interesting non-sequitur. This is a tautology! A RISC processor
doesn't use microcode.
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.
What part of 'a color pixel is a vector' don't you understand?
I don't speak on generic terme, i speak about real world example of
current complexe vector shader and pixel shader.
I speak of the actual code which we intend to use; it contains a lot of
vector and matrix operations.
TIA!
--
JRT
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