Can't really make out the number of SPs, though, but I guess 160×4 is a safe bet.
RPE?
Isn't that Caicos on the left? Looks like 32 TMUs and 16 ROPs. Can't really make out the number of SPs, though, but I guess 160×4 is a safe bet.
Which is very much the same as Evergreen, only called "shader engine".My idea: One RPE is one "ultra threaded dispatch processor" and one rasterizer (and one Shader/TMU block)..
It could , however , it is more logical that a RPE is like a GPC , because it scales perfectly with core count :RPE could just be like Cypress's dual setup, it doesn't have to be all the way like the GPCs.
Which is very much the same as Evergreen, only called "shader engine".
It could , however , it is more logical that a RPE is like a GPC , because it scales perfectly with core count :
Caicos : 1 RPE = 640 SPs
Barts : 2 RPE = 1280 SPs (640x2)
Cayman : 3 RPE = 1920 SPs (640x3)
Makes me wonder .. why blur the rest of the specs ? I understand the need for blurring the superior and inferior parts , but why the specs ?As long as the slides are sufficiently blured we can make sensible configurations out of them, instead of calling fake due to inconsistent numbers
At least that took care of the wavefront problem , it sets now at 64 as it should be .If Cayman is 480 4-way SPs, that makes 30x16-way SIMDs or 10 SIMDs per RPE, for 3xRPEs.
If Cayman is 480 4-way SPs, that makes 30x16-way SIMDs or 10 SIMDs per RPE, for 3xRPEs.
Wasn't R600 just like Rv770 ? i.e: it used 4 shader clusters (80 SPs each) , with a texture quad block for each cluster ?Or we go back to the R600 style but this time with 2 clocks latency.
So one RPE has than: one TMU-SIMD (32 TMUs) and 10 32-way-SIMDs.
That's no different from 64 TMUs and 320x4 ALU lanes.Yeah. But the problem is still the same: 32 TMUs and 160x4 TPs - this can't work (RV770 style).
... or something along the lines of the patents I've been talking about, where TMUs are shared by SIMDs. The patents talk about a "processor" producing two filtered results independently and also sharing texel data (unfiltered texels, not texel results) amongst L1s, with 2 TMUs seemingly sharing an L1. Those two concepts would appear to tally with this peculiar setup.Or R600 is back.
Wasn't R600 just like Rv770 ? i.e: it used 4 shader clusters (80 SPs each) , with a texture quad block for each cluster ?
I see , thanks for the heads up .This is the main difference: The R600 design had a decoupled TMU-SIMD. So the R600 hat five SIMDs: one TMU-SIMD and four Shader-SIMDs.