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#1 |
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Beyond3D News
Join Date: May 2007
Posts: 440
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NVIDIA has released version 1.0 of its CUDA programming framework, with a number of new features including asynchronous kernel calls and 64-bit Linux support.
Read the full news item |
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#2 |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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I was all excited about writing global mutexes too, until John Stone told us that it wasn't supported by G80.
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#3 |
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Mostly Harmless
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You need to see this as an opportunity. "But, John, I'm going to need you guys to give me an 8600 then so we can cover it the way it deserves. . . "
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#4 | |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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#5 |
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Senior Member
Join Date: Jan 2003
Location: en.gb.uk
Posts: 1,550
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Awesome news! Slightly worrying that two parts from the same family of hardware can have differing functionality like that though -- going to make for some compatibility-issues-from-hell situations. Oh well, that's progress I suppose!
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2+2 is not a matter of opinion. |
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#6 |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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I really don't think it will. Like I said, the only thing that is different right now is the support for atomic functions, and I still can't really figure out why you'd ever want to use them. Performance is probably completely abysmal, for one, and I would imagine that you could do all of it on the CPU much faster.
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#7 |
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Mostly Harmless
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And yet they added them to the more recent part. That says something.
__________________
"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#8 | |
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Senior Member
Join Date: Mar 2006
Posts: 1,691
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Quote:
If you only use __syncthreads intra-warp and 1 atomic function per warp for inter-warp synchronization, then maybe performance won't be all that bad? I had a quick look at the SDK this morning and grepped for 'atomic': they have the histogram64 example where they use atomics on a 1.1 shader and reduction on a 1.0 shader. It would be nice if someone with a 8600 could try both and compare the execution speeds. |
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#9 | |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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#10 | |
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Senior Member
Join Date: Mar 2006
Posts: 1,691
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Quote:
As for being faster or not than CPU based synchronization: It will probably depend on the amount of warps in play? For a smaller number, atomic operations will definitely have a lower overhead than a CPU relauch (PCIe latency etc.) For a large number, atomic ops may have too many collisions and eventually CPU overhead will be smaller. My feeling is that you should be able to go pretty far with with atomics, before you hit a wall, by having multiple synchronization stages. Anyway, it's definitely nice to have the option. Since I just want to play around with it, absolute speed is not my top concern: I may buy an 8600 instead of an 8800 just for this feature. |
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#11 |
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Member
Join Date: Nov 2006
Posts: 128
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No idea if this is how they've implemented it of course, but in the graphics pipeline, the z/stencil tests and color blending are all atomic RMW operations. So this is very similar to something they've optimized heavily before.
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