Hi Xiaohan,

We were working on it on our free time during the 2009-2010 period.
Also we were shooting to have working shader nothing fancy. Redoing it
now we would probably change the design and the target. I haven't
tough about it for quite some time.

Regards,
André

2012/5/28 Ma, Xiaohan <[email protected]>:
> HI, Andre,
>
> Right, for most of rendering work on shaders, the current architecture is
> good enough. But we may keep refining it since currently the 3D graphics
> applications become more powerful than ever (complex shading, lighting and
> hug-textures). We may use some of the popular gfx benchmarks in embedded
> market to evaluate our architecture later.
>
> Glad to see your prompt replies anyway.
>
> Thanks,
> Xiaohan
>
>
> 2012/5/28 Andre Pouliot <[email protected]>
>>
>> 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
>> >> >> _______________________________________________
>> >> >> Open-graphics mailing list
>> >> >> [email protected]
>> >> >> http://lists.duskglow.com/mailman/listinfo/open-graphics
>> >> >> List service provided by Duskglow Consulting, LLC (www.duskglow.com)
>> >> > _______________________________________________
>> >> > Open-graphics mailing list
>> >> > [email protected]
>> >> > http://lists.duskglow.com/mailman/listinfo/open-graphics
>> >> > List service provided by Duskglow Consulting, LLC (www.duskglow.com)
>> >
>> >
>
>
_______________________________________________
Open-graphics mailing list
[email protected]
http://lists.duskglow.com/mailman/listinfo/open-graphics
List service provided by Duskglow Consulting, LLC (www.duskglow.com)

Reply via email to