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#1 |
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Member
Join Date: Sep 2006
Posts: 284
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hi,
i was wondering Will shaders ever become general purpose? , can they become something like SPE? thanx |
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#2 |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,070
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If they were general purpose, would we still call them shaders?
The name indicates they have a specific purpose.
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Dreaming of a .065 micron etch-a-sketch. |
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#3 |
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Junior Member
Join Date: Oct 2004
Location: Santa Clara
Posts: 43
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They will always be called shaders, as a constant reminder of their roots and where they came from
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JeffK |
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#4 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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I think that is why we see ALU tossed around more. Shader ALUs are being used for physics and folding right now to one degree or another, so they already are being used outside their traditionally designed target. How broad will they get utilized down the road as they become more functional is a good question.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#5 |
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Member
Join Date: Sep 2006
Posts: 284
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as you all know, shader cores are simple cores, so i thought that future CPUs made up of simple cores (like cell)can have these simple cores as heavyweight shaders that can also do General Purpose, i.e single precision and double precsion in one core, provided that in the coming years their uses become broader and broader. In fact if you read the Cell explanation at some sites, they compare SPEs to vertex shader units.
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#6 | |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,070
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Quote:
I honestly don't think the SPEs are general enough to be called general purpose. They aren't application-specific, but they have a wide swath of things they aren't very good at, at least compared to what they are good at. There are a lot of trade-offs involved to having something good at common integer workloads that are often very poor decisions for something focused on floating-point performance. The best I can say about whether something is general purpose is to see what the designers imagined their chip would be used for.
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Dreaming of a .065 micron etch-a-sketch. |
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#7 |
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Senior Member
Join Date: Dec 2004
Location: Toulouse
Posts: 4,126
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#8 |
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Mr. Upgrade
Join Date: Nov 2003
Location: Finland
Posts: 1,335
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Well, I remember vaguely there being a frogger game made as a shader. Is that general enough for you?
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#9 | |
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Member
Join Date: Jun 2002
Posts: 385
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Quote:
IMO it all depends on how you look on it. My take is that shaders are by definition currently coupled to a graphics API, and therefore not general purpose. That isn't to say that the GPU pipelines aren't general purpose, just that they're presented in a way that isn't. Both ATI and NVIDIA have other APIs which provides more general purpose features, such as scattered memory writing (at least for ATI; I haven't see NVIDIA's API). I tend to put these under "general purpose", even though they're more limited than a CPU. I mean, you should be able to write a version of Ook! on them, if you want one definition of general purpose. |
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