Parallel Array Architecture for a Graphics Processor
專利原文。
看起來主要著重於content switch overhead、dynamic warp formation的cost下降,可以更有效率地同時執行CUDA、PhysX和graphic功能等。
基本上可以說是NV50/G80~GT200目前各種缺點的改善、架構上的refine等等,來對應需求規模更大的DX11。
不過反過來說,並沒有看到MIMD之類的結構,也就是說嚴格說來改動沒有想像中的大。
http://farrarfocus.blogspot.com/2009/04/hierarchical-processor-array.html
Hierarchical Processor Array
Timothy Farrar 的一些意見。頗具參考價值。
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http://developer.nvidia.com/object/bindless_graphics.html
Bindless Graphics Tutorial
http://farrarfocus.blogspot.com/2009/04/nvidias-bindless-graphics.html
NVidia’s Bindless GraphicsTwo awesome NV GL extensions which can enable a 7x draw call speed up by removing the GL bind pattern which causes the drivers to be cache miss bound. Until ARB gets around to API fixes that remove this problem for good, it is great that NVidia is supporting a work around!
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http://farrarfocus.blogspot.com/2009/04/irony-in-ps3-vs-larrabee.html
Irony in PS3 vs Larrabee
http://farrarfocus.blogspot.com/2009/04/caustic-graphics.html
Caustic Graphics
More info has surfaced on the Caustic Graphics Hardware.
http://hpc.pnl.gov/people/fabrizio/papers/ipdps07-graphs.pdf
Challenges in Mapping Graph Exploration Algorithm on Advanced Multi-core Processors
這Parallel Array Architecture只是G80的架構專利.
講用US架構陣列化的SP來處理VS,PS,GS的運算,
用Crossbar溝通各單位……基本上就是G80.
那是2006年申請的,只有DX10的相關硬體設計.
GT300的專利應該沒這麼快發表.
這個和當初看到的G80其實不太一樣….
這個和當初看到的G80其實不太一樣….