For a long time, the chip manufacturers had an inclination to simplify the hardware and rely on the software adapting and optimizing. But for decades this bid failed. Now we have the unrelenting AI capable of finetuning kernels relatively quickly. Maybe simpler hw will work this time? Note: not sure if TPU/NPU is not only simple but also too limited.
I have some doubts. For example, there is no software replacement for out-of-order execution: It is unknown before runtime in which cache level the required data will be or which values it will have (which changes the latency of a few instructions).
That was the PS3 SPU. It was very fast for its time, but only for the small subset of code that could work within its constraints, and viciously difficult to program for.
This is a type of article that is HN worthy and came to HN for initially because I don't even understand a third of content there. Giving me inspiration to dive deeper.
That's the best feeling -- idly clicking through looking for that one rabbit hole to fall down then stumbling upon a gem like this. I noticed this the first time on copetti.org articles about game console architectures: know nothing, look every jargon or acronym up as you read along, end up with 42 tabs and a basic high-level understanding of the topic by the end.
Pcie dma uses BAR registers setup by cpu. It will contain information about the physical memory address for one. On newer systems, there is NVLINK C2C which is more tightly integrated and less general.
Regardless, my point was the the article is about vram.
However, there is one situation when vram access itself uses the bar, to be fair.
When you do P2P dma, code (kernel, either the inbuilt version or the one in the nvidia driver) running on the cpu sets up the DMA engines's GART to contain the BAR1s of the other.
There isn't really an ELI5 version of computer architecture but you could start with the book Inside the Machine by Jon Stokes. Then you can get into SIMT.
> Little of the detail of this path is documented by NVIDIA, at least not to the level that we’d like, so we’ll determine it by running timing experiments on the hardware itself
empiricus | a day ago
ahartmetz | 22 hours ago
Retr0id | 21 hours ago
frogblast | 21 hours ago
rasz | 14 hours ago
DSPs do that, Atari Jaguar, Sony PS2 and PS3 did, all the GPUs manually manage cache.
More than one task and you start a fight over resources, have to manage hierarchies, priorities, all the stuff that now happens automagically.
yipinwong | a day ago
SEriously, I don't understand it (yet) lol.
nazgulsenpai | a day ago
brcmthrowaway | a day ago
porridgeraisin | a day ago
KK7NIL | a day ago
brcmthrowaway | a day ago
wmf | a day ago
porridgeraisin | a day ago
Regardless, my point was the the article is about vram.
However, there is one situation when vram access itself uses the bar, to be fair. When you do P2P dma, code (kernel, either the inbuilt version or the one in the nvidia driver) running on the cpu sets up the DMA engines's GART to contain the BAR1s of the other.
snigacookie | a day ago
Link for the ELI5 version?
wmf | a day ago
KellyCriterion | a day ago
"what every programmer should know about memory" https://github.com/Ty-Chen/Reading-List/blob/master/What%20e...
WalterGR | a day ago
Here’s a clean version: https://people.freebsd.org/~lstewart/articles/cpumemory.pdf
mathisfun123 | a day ago
xyzsparetimexyz | a day ago
Or you could just use the AMD isa.