On Thu, Sep 24, 2009 at 2:47 AM, Hugh Fisher <[email protected]> wrote:
> Breaking down by instruction type over those 90 shaders

Thanks for doing this!

> Lines =  2863
> Other  50 =    1.7%     (These are branch targets)
> Branch 80 =    2.8%
> Scalar 1008 = 35.2%
> Vector 1725 = 60.3%
>
> Yes, the ratios have shifted since the early days of Shader Model
> 1.0 and low level assembler. But not much. 3D graphics in the GPU
> era is still all about vector/matrix crunching.
>
> The only argument I've heard so far in favour of MIMD is that it
> would improve the performance for scalar workloads. For a graphics
> chip, that doesn't appear to be a smart approach.

You've made a solid case for including vector instructions.  Code will
take up about 55% as much space.

But you've also convinced me further of my other argument.  If we add
vector instructions, we'll make 60% of the instructions optimistically
4x faster.

100/(60/4 + 40) = 1.82

So we get an 82% speedup on a single thread.  That's hardly worth the
cost of quadrupling the hardware requirement.  With an area
constraint, we'll end up getting 45% the throughput we would have had
with scalar engines.  Hell, even if they're only 3x larger, we still
have a 40% performance loss.  There's no way they'll be less than 2x
larger, in which case, we have about a 10% performance hit.

-- 
Timothy Normand Miller
http://www.cse.ohio-state.edu/~millerti
Open Graphics Project
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