Hi Xiaohan,

2012/5/28 Ma, Xiaohan <[email protected]>:
> Hi, Andre,
>
> Thanks for your quick reply.
>
> Why I asked Energy-efficient GPU design since energy-aware architecture
> might be what we want to pursue in the future.

I understand and since where I see our design going and be interesting
would be the embedded market first(fpga first probably)

>
>>> Each step of the pipeline have it's own thread. For example for a
>>> pipeline with a depth of 8 you would have more than 8 program running.
>
> But still some of the threads need to wait for other threads if there's data
> dependency. Can't see the benefits here.
>
For shader program the data dependency is low. That's why there is
also more than 8 thread, if one lock and wait for some data you can
still use the pipeline at 100% efficiency. You don't have an empty
time slot some other program use it.

>>> The 32 thread could be controlled by 8 different program.
>
> How to handle control dependencies (or right now we just use ARM-like
> conditional execution)?

There's some capacity for control but the instruction set was tough to
reduce the need for control. Not a lot of branch. There was some
instruction defined to find the max or min between two value and store
that value without a need for a register with flag in it. A few other
stuff like that. It was mostly geared toward executing a program with
no branch.

>
> Thanks,
> Xiaohan
>
Not a problem ;)  I do have to get that stuff out of my head

André


>
> 2012/5/28 Andre Pouliot <[email protected]>
>>
>> Hi,
>> it's more a traditional GPGPU design with some twist. The basic design
>> is a scalar engine. Multiple scalar engine are controlled via an
>> instruction decoder pipeline that control multiple scalar engine. Each
>> step of the pipeline have it's own thread. For example for a pipeline
>> with a depth of 8 you would have more than 8 program running. This
>> prevent pipeline flush or stall because of data dependency. Each
>> scalar engine is running it's own fragment. For 4 scalar engine with a
>> pipeline depth of 8 you would run at the same time 32 thread and 4xN
>> waiting, N being the program in queue waiting for a time slot in the
>> round robin. The 32 thread could be controlled by 8 different program.
>>
>> If I remember right we were also talking about network on chip for
>> scalability.
>>
>> Kenneth and me had some thing that are well spec out in a document.
>> That doc need to be reorganized, it's was quite a mess at the time, I
>> didn't know how to do a good spec document. Still learning how. Also
>> some stuff was still in discussion. We did discuss during many hour
>> some of the different option and breaking them.
>>
>> For energy efficiency I don't remember if we specified stuff for it, I
>> would need to look at that document again.
>> I'll try to try finding all the stuff again and make it accessible to
>> people to look at. If someone want access to contribute, it will be a
>> case by case basis.
>>
>> Regards,
>> André
>>
>> 2012/5/28 Xiaohan Ma <[email protected]>:
>> > Hi Tim
>> >
>> > Can you put more info about oga2 which Andre spec'd out? Is this a
>> > traditional gpu design or energy-efficient ideas involved?
>> >
>> > Thanks
>> > Xiaohan
>> >
>> > On May 27, 2012, at 2:19 PM, Timothy Normand Miller <[email protected]>
>> > wrote:
>> >
>> >> I'm not trying to start an argument as to whether or not "intellectual
>> >> property" is real.  Maybe I'll blog about that some time.  :)  I
>> >> nevertheless need to point out that being an employee of a State
>> >> University of New York binds be in certain ways.
>> >>
>> >> http://research.binghamton.edu/Innovation/IntellectualProperty.php
>> >>
>> >> The bottom line for me is that I need to stay far away from any
>> >> cash-flow that might occur.  And regarding the IP owned by Traversal,
>> >> Traversal is defunct, and the IP ownership fell back to me, Howard,
>> >> and Andy.  We're ready to transfer that, and some responsible
>> >> facilitator(s) need(s) to take ownership (literal or figurative) and
>> >> see where the project can leverage it.  I think that there needs to
>> >> still be some centralized entity who can relicense the IP without
>> >> having to ask permission from 1000 contributors.
>> >>
>> >> So, on to what the OGP can do...
>> >>
>> >> ARM has cornered the market on energy-efficient CPUs.  And ARM is
>> >> entirely fabless.  Maybe the OGP can corner the market on
>> >> energy-efficient GPUs.  The design would be dual-licensed GPL and
>> >> commercial, where for production purposes, all GPL viral-like
>> >> characteristics can be stripped in exchange for money, with the
>> >> understanding that breaking binary compatibility with the open design
>> >> (thereby potentially creating a closed architecture) will cost a LOT
>> >> more to license.  Our chosen facilitator would handle the money and
>> >> fund whatever seems useful to fund.  Mostly prototype hardware,
>> >> reference designs, donations to other projects, etc.  Linux Fund took
>> >> over the Open Hardware Foundation, so we can use that.
>> >>
>> >> Of course, most companies that set out, a priori, to be fabless and
>> >> license IP for profit tend to fail disastrously.  But we're not trying
>> >> to sustain a company on this.  Indeed, the profit margin would have to
>> >> be painfully small in order to be the least bit competitive anyhow.
>> >> Our objective is to put a completely open GPU design out on the
>> >> market, and that isn't necessarily profitable.
>> >>
>> >> So just for fun and science, let's see what we can design.  André
>> >> Pouliot and Kenneth Østby spec'd out a GPU shader engine design called
>> >> OGA2.  Let's start there.  The first thing to do is my favorite part,
>> >> which is to argue about architectural design decisions.  Then we make
>> >> a C-based prototype to determine functional efficiency, then we code
>> >> it in Verilog and synthesize it for gate-level synthesis so we can
>> >> judge energy efficiency.
>> >>
>> >> Think about leveraging the brainpower of the FOSS community to design
>> >> a GPU that outperforms and is more energy-efficient than PowerVR.  A
>> >> compelling-enough design would get market penetration.  Eventually, it
>> >> would make its way from embedded systems into desktop systems and
>> >> supercomputers (GPGPU, etc.), and we would all benefit from having an
>> >> open architecture dominate in graphics.
>> >>
>> >> --
>> >> Timothy Normand Miller
>> >> http://www.cse.ohio-state.edu/~millerti
>> >> Open Graphics Project
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>
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