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Ahh, that part. Sorry, I did see that but kind of "filtered it out" in my head because I was looking for open source references.
That text is referring to events like AFDS and others, where we expose architectural information to give application and toolchain developers a heads-up. The information we provide at that point doesn't include anything like the level of detail required for driver development, however.
Thanks !Test signature
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I haven't looked much at UVD in the latest GPUs but I thought they were still UVD 3. Can't really talk much about UVD at this point because I don't know what we are going to be able to release, although we are going to take another look in the new year.
I don't think we have looked at PowerTune specifically; my guess is that the first chance to do that will be a few months from now. There are some more fundamental power management improvements I would like to get out first, and they will probably be a pre-requisite for PowerTune anyways.Test signature
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Originally posted by bridgman View PostActually quite the opposite.. the plan is for the new compiler code to go into the Gallium3D driver and process GCN graphics shaders (after adding GCN instruction generation, of course) along with compute for all architectures, while pre-GCN graphics shaders will go through the existing r600g compiler/translator.
Agree 100%. The problem is that you can't ignore the DRM/UVD issues.
Thanks for responding.
I'm not sure I follow you. It SEEMS as though you are saying you will use the open sourced compiler for the old r600 while the new diver will switch to the new one. I apologize if I've misunderstood.
Lastly regarding drm I was attempting to give the impression that since hybrid mode will do most of the work through the CUs we could ignore the small bit that the uvd handles and thus not use uvd at all thus ignoring drm
Happy holidays!
Liam
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Originally posted by liam View PostI'm not sure I follow you. It SEEMS as though you are saying you will use the open sourced compiler for the old r600 while the new diver will switch to the new one. I apologize if I've misunderstood.
Current thinking (if I remember it correctly ) is to tweak the pipe driver API to accept different IR formats (ie other than TGSI) then :
For 6xx-NI graphics the Gallium3D pipe driver will receive TGSI shader programs from Mesa then use the existing code which converts vector TGSI operations directly into VLIW GPU operations
For 6xx-NI compute the Gallium3D pipe driver will receive LLVM IR kernel programs from clover (or other compute front ends), then use "part 2" of the newly released code to generate VLIW GPU instructions from the LLVM IR (may not make great use of the VLIW at first)
For GCN graphics the Gallium3D pipe driver will receive TGSI shader programs from Mesa, use "part 1" of the newly released code to convert TGSI to LLVM IR, then use "part 2" to generate GCN GPU instructions from the LLVM IR
For GCN compute the Gallium3D pipe driver will receive LLVM IR kernel programs from clover (or other compute front ends) then use "part 2" of the newly released code to generate GCN GPU instructions from the LLVM IR
I drew a picture on a whiteboard at work of all this yesterday showing Catalyst OpenCL, clover OpenCL and Mesa with all the different code paths and scenarios. Should have taken a picture of it before erasing, sorry.
Originally posted by liam View PostLastly regarding drm I was attempting to give the impression that since hybrid mode will do most of the work through the CUs we could ignore the small bit that the uvd handles and thus not use uvd at all thus ignoring drmLast edited by bridgman; 22 December 2011, 11:18 PM.Test signature
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Much clearer to me now.
Originally posted by bridgman View PostIt's confusing because we used to only talk about graphics workloads (with the assumption that compute could flow through the same path) but now we're talking about different paths for graphics and compute, at least in some cases.
Current thinking (if I remember it correctly ) is to tweak the pipe driver API to accept different IR formats (ie other than TGSI) then :
For 6xx-NI graphics the Gallium3D pipe driver will receive TGSI shader programs from Mesa then use the existing code which converts vector TGSI operations directly into VLIW GPU operations
For 6xx-NI compute the Gallium3D pipe driver will receive LLVM IR kernel programs from clover (or other compute front ends), then use "part 2" of the newly released code to generate VLIW GPU instructions from the LLVM IR (may not make great use of the VLIW at first)
For GCN graphics the Gallium3D pipe driver will receive TGSI shader programs from Mesa, use "part 1" of the newly released code to convert TGSI to LLVM IR, then use "part 2" to generate GCN GPU instructions from the LLVM IR
For GCN compute the Gallium3D pipe driver will receive LLVM IR kernel programs from clover (or other compute front ends) then use "part 2" of the newly released code to generate GCN GPU instructions from the LLVM IR
What you seem to be saying is that <=NI will make good use of the IR->VLIW, which makes sense (also, graphics stays the same).
For >=SI EVERYTHING goes through the new code (which I didn't know, but I also didn't know there were 2 code drops). Again, what surprises me is that the same compiler code used to generate VLIW is also being used to generate the new SIMD code.
Again, if what Anandtech says is accurate it seems like the old compiler was so hideously complex thay you'd want to jettison it as soon as possible instead of making it able to output to yet another kind of architecture (so presumable it now addresses VLIW4/5/SIMD).
Originally posted by bridgman View PostI drew a picture on a whiteboard at work of all this yesterday showing Catalyst OpenCL, clover OpenCL and Mesa with all the different code paths and scenarios. Should have taken a picture of it before erasing, sorry.
Originally posted by bridgman View PostThat is definitely doable, and we'll probably do more work in that direction if it turns out we can't open UVD etc.., but the "small bit" handled by the fixed function hardware is the entropy encode/decode (CABAC, CAVLC etc..) which is still stubbornly expensive to implement on CPU or GPU. Motion estimation, motion comp and filtering are inherently parallel and a decent fit for shaders, but I don't think anyone has come up with a sufficiently parallel algorithm for entropy encode/decode yet.
Best/Liam
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Originally posted by liam View PostAgain, what surprises me is that the same compiler code used to generate VLIW is also being used to generate the new SIMD code.
It doesn't know anything about the underlying architecture of the code, it's just a front-end to the GLSL language. Much like a GCC frontend for C or C++ would be shared across multiple architectures, and there is a separate backend portion that takes care of all the hardware details.
The new LLVM IR code drop from AMD is that part, and it will completely replace the hardware dependent portion of the compiler in Mesa.
Compilers tend to have 3 parts - the frontend reads the source code and stores an intermediate reprentation of it (IR), and only depends on the language being parsed.
The back end is responsible for converting that IR into something the hardware can understand (typically binary instructions, but you can also have backends that output other languages, such as the emscripten project).
The middle is where optimizations take place, and is typically split between the front and back end. Generic optimizations for the language go in the shared front-end, while hardware specific optimizations go in the backend.
In mesa, the GLSL compiler is the front end. TGSI and LLVM IR are both forms of IR used internally (so is the GLSL IR). The old 600g driver contains one backend, and the new code based on LLVM contains a new backend to be used for new hardware.
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The open-source driver support is not yet available. No patches have magically landed this morning and they haven't released any support work in advance of the hardware's availability.Last edited by zoomblab; 23 December 2011, 06:31 AM.
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AMD recently had a developers conference that covered the technology. I believe Phoronix covered it. However I'm not sure if any of that was for open source development. The architecture is such a massive change that I suspect it could be a year or more before we see optimized code for GCN.
Originally posted by rinthos View Post@Bridgman and others looking for the 6 month cycle reference...I believe it's here:
"As a result both NVIDIA and AMD have begun revealing their architectures to developers roughly six months before the first products launch. This is very similar to how CPU launches are handled, where the basic principles of an architecture are publically disclosed months in advance".
(the second page of the Anandtech review)
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