For I am become dumb, destroyer of words.
Jawed said:
Pete, I refuse to call a section of 12 fragment pipes and 4 TMU pipes a "quad" (oh, and 4 ROP pipes and not forgetting the register file). It's just too sloppy.
Right, understood. Each of those "fragment pipes" are indeed working on a separate fragment, so it's not far to call 12 of them a quad. Bear with me, though, as I'm still having trouble with your terminology. This may be stubborness talking (though I adapted to NV cutting ROPs out of the pipeline fast enough).
Massive edit: Let me cut my confusion/bloviation/confusing bloviation down to size.
I've posted some dumb replies, but this was my dumbest yet, pre-edit. Unbelievable.
1)
It's my theory that the die is configured such that each shader unit consists of 4 fragment quads, with one of them sacrificed for redundancy.
I'm with Xmas in that "'arithmetic pipes' would be a better term than 'fragment pipes.'" It's less confusing to me, anyway (tho the aim is to better accomodate reality, not my potential misunderstanding of it).
So, each shader unit has four arithmetic quads, with one sacrificed for yields.
2)
In my view that's a shader unit. Once fragments are assigned to a shader unit, which I theorise includes a local version of the ultra threaded despatch processor, fragments spend their whole life there.
So R480[sic] has four shader units, each with 12 fragment pipes and 4 TMU pipes - or 3 fragment quads and 1 TMU quad.
OK, to summarize, I'd be more comfortable with R
580 having four shader units, each with twelve arithmetic pipes and four texture pipes (or three math and one TMU quads).
3) OT, but I suppose the reason you don't call R5x0's shader units shader pipes (a la Xenos) is b/c R5x0 still assigns a ROP per pipe, whereas Xenos finally dissociates ROPs from the rest of the pipeline.