GPU Architecture. Michael Doggett ATI



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Transcription:

GPU Architecture Michael Doggett ATI

GPU Architecture RADEON X1800/X1900 Microsoft s XBOX360 Xenos GPU GPU research areas

ATI - Driving the Visual Experience Everywhere Products from cell phones to super computers Gaming Console Integrated Embedded Display Gaming Notebook Color Phone Display Digital TV Multimedia Workstation Multi Monitor Display

RADEON X1800/X1900

RADEON X1800 November 05 DirectX 9.0 Shader Model 3.0 Core clock 625MHz Memory clock 750MHz 512MB of graphics memory 321 Million transistors, 288mm 2, 90nm 8 Vertex Shaders 16 Pixel Shaders 32bit IEEE Single Precision float 4 quad based, threaded units 512 threads of 16 pixels allow efficient dynamic branching

X1800 top level architecture

Vertex Shader

Pixel Shader ALU 1 1 Vec3 ADD + Input Modifier 1 Scalar ADD + Input Modifier ALU 2 1 Vec3 ADD/MULL/MADD 1 Scalar ADD/MULL/MADD Branch Execution Unit 1 Flow Control Instruction

Memory Controller

RADEON X1900 XTX 48 shader pipes Core clock 650MHz Memory clock 775MHz 512MB of graphics memory 384 Million transistors, 352mm 2, 90nm

Xenos: XBOX360 GPU

System architecture CPU 2x 10.8 GB/s Southbridge 2x PCIE 500MB/s GPU Northbridge 22.4GB/s 700MHz 128bit GDDR3 UNIFIED MEMORY 32GB/s DAUGHTER DIE

Rendering performance GPU to Daughter Die interface 8 pixels/clk 32BPP color 4 samples Z - Lossless compression 16 pixels/clk Double Z 4 samples Z - Lossless compression GPU 32GB/s DAUGHTER DIE

Rendering performance Alpha and Z logic to EDRAM interface 256GB/s Color and Z - 32 samples 32bit color, 24bit Z, 8bit stencil Double Z - 64 samples 24bit Z, 8bit stencil DAUGHTER DIE 8pix/clk, 4x MSAA, Stencil and Z test, Alpha blending 256GB/s 10MB EDRAM

GPU architecture GPU Primitive Setup Clipper Rasterizer Hierarchical Z/S Index Stream Generator Tessellator Vertex Pipeline Pixel Pipeline Display Pixels Unified Shader Texture/Vertex Fetch Output Buffer Memory Export UNIFIED MEMORY DAUGHTER DIE

Unified Shader A revolutionary step in Graphics Hardware One hardware design that performs both Vertex and Pixel shaders Vertex processing power Vertices Vertices Pixels Vertex Shader Unified Shader Pixels Pixel Shader

Unified Shader GPU based vertex and pixel load balancing Better vertex and pixel resource usage Union of features E.g. Control flow, indexable constant, DX9 Shader Model 3.0+ Vertices Pixels 3 SIMDs Unified Shader 48 ALUs Vec4 Scalar

Memory Export Shader output to a computed address Virtualize shader resources - multipass Shader debug Randomly update data structures from Vertex or Pixel Shader Scatter write GPU Memory Export UNIFIED MEMORY EDRAM

Texture/Vertex Fetch Shader fetch can be either: Texture fetch (16 units) LOD computation Linear, Bi-linear, Tri-linear Filtering Uses cache optimized for 2D, 3D texture data with varying pixel sizes Unified texture cache Vertex fetch (16 units) Uses cache optimized for vertex-style data

GPU research areas

GPU research areas Graphics can always use increased processing power Higher screen resolution More complex shaders Compute in shader and save on memory bandwidth Product differentiator GPU measured on bang for buck Performance/mm 2 Rapid feature set change DX10 coming with Microsoft Windows Vista, end 06 Less optional features

GPU research areas How to use more replicated tiles with only local interconnect? Saves on chip level interconnect Improves floorplanning A RAW-style architecture for graphics Multi-GPU Current solutions split workload between multiple GPUs By frame Single frame tiling Combinations What alternative architectures can single GPUs scale up to?

General Purpose computing on the GPU (GPGPU)

General Purpose computing on the GPU (GPGPU) Which applications run well on the GPU? What modifications to GPU architecture enable more General Purpose computing? Full IEEE754 compliance 64bit floats Scatter, Xenos Memory Export

Rendering + Physics

GPU research areas GPU/CPU convergence Higher Order Surfaces DX10 geometry shader allows access to triangle s neighboring vertices Mesh modification on GPU