XMT-GPU: A PRAM Architecture for Graphics Computation

Thomas M. DuBois, Bryant C. Lee, Yi Wang, M. Olano, U. Vishkin
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引用次数: 4

Abstract

The shading processors in graphics hardware are becoming increasingly general-purpose. We test, through simulation and benchmarking, the potential performance impact of replacing these processors with a fully general-purpose parallel processor, without the fixed-function graphics hardware legacy of current graphics processing units (GPUs). The representative general-purpose processor we test against is XMT (for explicit multi-threading), a PRAM-like single-chip parallel architecture. Performance is compared for two characteristic shaders running in a fragment-limited GPU benchmark harness and on a cycle-accurate XMT simulator. The general-purpose processor is found to be significantly faster at a compute-only shader, but slower on a memory bound texture shader. Finally we analyze the design tradeoffs that would allow combining the best of both worlds: (i) a competitive XMT texture shader, with (ii) a general-purpose easy-to-program XMT many-core approach that scales up or down to the amount of parallelism provided by the application and is even compatible with serial code.
xml - gpu:用于图形计算的PRAM架构
图形硬件中的着色处理器正变得越来越通用。通过模拟和基准测试,我们测试了将这些处理器替换为完全通用的并行处理器,而不使用当前图形处理单元(gpu)的固定功能图形硬件的潜在性能影响。我们测试的典型通用处理器是XMT(用于显式多线程),这是一种类似于ram的单芯片并行架构。性能比较了两个特征着色器在片段有限的GPU基准测试和周期精确的XMT模拟器上运行。通用处理器在仅计算的着色器上明显更快,但在内存受限的纹理着色器上速度较慢。最后,我们分析了设计权衡,将允许结合两个世界的最好的:(i)一个有竞争力的XMT纹理着色器,(ii)一个通用的易于编程的XMT多核方法,可以根据应用程序提供的并行性进行伸缩,甚至与串行代码兼容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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