GPU and PC System Architecture UC Santa Cruz BSoE – March 2009
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Transcript of GPU and PC System Architecture UC Santa Cruz BSoE – March 2009
GPU and PC System Architecture UC Santa Cruz BSoE – March 2009John Tynefield / NVIDIA Corporation
My Goals
Survey history and direction of GPU/PC system architectureDemonstrate the process of system level architectural problem solvingMotivate some of you to become architects
Disclaimers
I work for NVIDIAPublic InfoAll numbers and dates approximate
Rounding is our friendNo bus/processor is 100% efficient, etc, etc
All examples are meant to be illustrativeNot comprehensive
“ there were >40 gfx companies in 1995”
About Me
I love games and graphicsI love building things
Structure
Intro to PC and GPU ArchitectureA Sampling of Architectures
1996 - Voodoo Graphics / Pentium2000 - GeForce 256 / P32004 - GeForce 6800 / P42008 - Geforce GTX280 / Core2
Ideas for the future of the platform
What do architects do?
Impose structure on complex design problemsMake tradeoffsValidate high risk design betsStructure verification
Why this is a great time to be an Architect
Radical design mobilityI have contributed to 10 completely new processor designs
7 of which shipped in millions of units.Steep competition
Not for everybodyChanging the World…no…really!
Heterogeneous many core computing is here to stay and it has changed the nature of computing
Design Tension
Fixed Function vs. ProgrammableScalar vs. VectorBandwidth vs. LatencyIn Order vs. Out of OrderLimited vs. Unlimited ( virtualized ) resources
Technology Trends
CPUs get fasterGPUs get fasterInterconnects get fasterMemory gets fasterMemory gets denserLatency increasesFeature load increasesPhysics intrudes more and more
All at different rates
1996 2000 2004 20080%
5000%
10000%
15000%
20000%
25000%
30000%
CPU CoresCPU Interconnect BWGPU CoresGPU Interconnect BWSystem Memory BWGPU Memory B/W
The long time horizon
The Awesome ideas of now take 2+ years to reach marketAwesome depreciates rapidly
PredictableSilicon Process RoadmapPC Arch Roadmap3rd Party Component RoadmapYour capabilities and resources
UnpredictableMarket Shifts ( commodity prices, supply shocks )3rd Party Strategic Errors ( os/platform/partner slips )Innovative Competition ( N-way struggle for design initiative )
GPU Memory
GPUCPU
Ultra Simplified PC Anatomy
CPU Core Logic GPU
GPU Memory
System Memory
ProcessorProcessor
Processor
DRAM MGMTDRAM
MGMT
Ultra Simplified GPU Anatomy
Host Logic
DRAM MGMT
Ultra Simplified GPU Anatomy (2) ProcessorProcessor
Processor
DRAM MGMTDRAM
MGMTHost Logic
DRAM MGMT
Geom Gather
GeomProc
TriangleProc
PixelProc Z / Blend
Memory
GPU Prehistory
1960s – 1970sSingle Purpose BIG IRONE&S, GE, Lockheed, …
1980s – 1990sGeneral Purpose BIG IRONCustom ASICs, WorkstationsSGI, Sun, Intergraph, ..
1994Maybe we can fit this on a single consumer add-in card?
Fast consumer CPUs with floating pointTry 3D rendering in fixed point!
PCIVGA and VESAId Software’s DOOMContract Fabrication facilities offering .6 micronASIC design Tools
Enabling Technologies in 1994
1996 3dfx - Voodoo Graphics
PIO Programming ModelPure Pipelined GraphicsPartial Triangle Setup – FP32Fixed Point Integer Texture Mapping and Gouraud ShadingZ Buffer and Full OpenGL BlendingAll at 1 PPC, all the time, with no caches
32-bit PCI - .09 GB/s 128-bit EDO 50 Mhz DRAM - .8 GB/s
Voodoo Graphics System Architecture
Geom Gather
GeomProc
TriangleProc
PixelProc Z / Blend
CPU Core Logic FBI
FB Memory
System Memory
TMU TEX Memory
GPUCPU
Arch Decision – Triangle Setup
Target 3D Triangle with texture and Gouraud shading3 * XYW RGBA ST = 72 bytes/triangle pre setup
32-bit PCI 33Mhz – 90 MB/s 1.25 M triangles / second speed of light ( 1M is magic )
Observe that post setup3 * XY WRGBAST start values + screen space derivatives + Area
76 bytes/triangle – 1.18M Tris ( still magic )Setup can be coded on Pentium in ~100 clocks
1M triangles on P100 ( mktg happy )Data-limited setup on chip - >10% die cost
Typical game scenes <<1000 triangles/frame
2000 Nvidia GeForce 256
Decoupled input queuingHardware Transform & Lighting
FP32 FF TransformFP22 FF Lighting
Complex fixed function pixel shading4 Pipelines
AGP4X – 1.06 GB/s 256 Bit DDR 300 Mhz Memory – 19.2 GB/s
GeForce 256 System Architecture
Geom Gather
GeomProc
TriangleProc
PixelProc Z / Blend
CPU Core Logic GPU
GPU Memory
System Memory
GPUCPU
Architecture Detail – Combiners
Logical fixed function extension of OpenGL MachineSurface Color = Diffuse * Texture + Specular
Diffuse Color Texture
Specular
Multi Texture
If one texture is good, more are betterDiff * ( Tex1 + Tex 2 ) + Spec or Diff * Tex1 * Tex2 or …
Diffuse Color Texture
0.0
Texture
Specular
Diffuse Color Texture
Texture2
1.0
Specular
Combiners
Cascading Mux / SOP / Mux / SOP pipelineVery, flexible, harder to program with deeper nesting
Everything is full speed!
A MUX B MUX
AB Partial
C MUX D MUX
CD Partial
Inputs for Next Stage of Pipeline
Texture Fog Light
Programmable Shading
But the future was obviously Renderman-like shaders
normal surfaceN; color C = { 1.0, 0.5, 0.0 }; normal lightDirection;
Ci = C * dot ( surfaceN, lightDirection );
2004 Nvidia GeForce 6800
Fully general Vertex and Pixel ISA6 Geometry Processors16 Pixel Processors
Deep recirculating pipelines to hide latencyFP32 datapath end to end
AGP8X – 2.11 GB/s256 Bit 700 Mhz GDDR3 – 44 GB/s
GeForce 6800 System Architecture
Geom Gather
GeomProc
TriangleProc
PixelProc
Z / Blend
CPU Core Logic GPU
GPU Memory
System Memory
GPUCPU
Physics and AI
Scene Mgmt
Architecture Decision – Tex/Shader Structure
Problem: Build a general programmable pipelineOptimize for common workloadsTEX – BLEND – FOGCommon Game Shaders ( eg. Doom 3 )
Plan A – Uncoupled
ElegantSmall fundamental unitMany “passes” for common shaders
TBF TEXMTHTEXBLNDBLND R
egis
ters
Texture Math
Less ElegantLarger Fundamental UnitSingle pass for common shadersGood scaling for longer shadersBig perf / area win given workloadsNot forward looking
Plan B - Coupled
Reg
iste
rs
Math
Texture
Math
2008 - GeForce GTX280
Fully unified programmable architecture240 instances of the same processorIEEE FP32 and FP64
Gen2 PCIE – 8GB/s512 bit 1100 Mhz GDDR3 – 144 GB/s
GeForce GTX280 System Architecture
Geom Gather
GeomProc
TriangleProc
PixelProc
Z / Blend
CPU Core Logic GPU
GPU Memory
System Memory
GPUCPU
Physics and AI
Scene Mgmt
Architecture Decision – Heterogeneous Computing Support
Build a bigger ChipRadically improve ability of GPU to share work with the CPU
Thread
Local Memory
Grid 0
. . .
GlobalMemory
. . .
Grid 1
SequentialGridsin Time
Block
SharedMemory
Register File
Computing Support
Add Efficient Thread LaunchingAdd General Load / Store Instructions and DatapathAdd Shared MemoryAdd computational loads to performance design requirements
Future Graphics Directions
Higher densityHigher refreshHigher dynamic rangeUbiquity
Lower PowerShaving off the last burrs
Global IlluminationHigher quality modelingVirtualized resources at interactive rates
Future PC Architecture Directions
Highly Integrated – Low CostRequire a minimum visual feature setWeb/video/run today’s apps
And everyone elseDifferentiated PCsMore bandwidth and more parallel horsepower
More mature unified programming models C on CUDADX11 OpenCL
More resource virtualization
Q & A