How the GPU simulator is modularized into objects is not quite the
same as how a circuit would be organized.  For instance, with the
simulator, there would simply be arrays of thread processors,
containing arrays of shader pipelines, so we don't have to think too
hard about their physical arrangement.  But we do have to implement
each of the functional modules, like the rasterizer, memory
scheduling, kernel scheduling, etc.  And all of it, for now and mostly
forever, is a timing simulation that doesn't need to know so much
_why_ it has that timing.  That is, as long as the memory controller
properly simulates energy and pipelining latencies for its own
operations and I/O, it doesn't have to be architected the same way as
a real memory controller.

Here's a preliminary diagram.  Once I get some more feedback, I'll put
it into the git repo.

http://www.cs.binghamton.edu/~millerti/sim-modules.pdf


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