14 CUs under control of the regular hardware thread scheduler ('hardware balanced')
4 CUs on a separately scheduled regime, perhaps under explicit programmer control
Make sense, or..?
The 4 CUs the 'GPU-like compute module' Eurogamer referred to?
What would be the reasoning for this? A means to segregate task types on GPU if hardware scheduling and switching of mixed compute/graphics contexts is less than optimal under GCN? At the expense at some extra programmer burden?
The idea of splitting graphics work across two different groups of resources may not have quite died with PS3 But at least these 'SPEs' will run regular shader code...
4 CUs on a separately scheduled regime, perhaps under explicit programmer control
Make sense, or..?
The 4 CUs the 'GPU-like compute module' Eurogamer referred to?
What would be the reasoning for this? A means to segregate task types on GPU if hardware scheduling and switching of mixed compute/graphics contexts is less than optimal under GCN? At the expense at some extra programmer burden?
The idea of splitting graphics work across two different groups of resources may not have quite died with PS3 But at least these 'SPEs' will run regular shader code...