Compilation Integration

In order to maximize performance, the NV3x pipeline needs to be as full as possible all the time. For this to happen, special care needs to be taken in how instructions are issued to the hardware. One aspect of this is that the architecture benefits from interleaved pairs of different types of instructions (for instance: issue two texture instructions, followed by two math instructions, followed by two texture instructions, etc). This is in contrast to ATI's hardware which prefers to see a large block of texture instructions followed by a large block of math instructions for optimal results.

As per NVIDIA's sensitivity to instruction order, we can (most easily) offer the example of calculating a^2 * 2^b:

mul r0,a,a
exp r1,b
mul r0,r0,r1

-takes 2 cycles on NV35

exp r1,b
mul r0,a,a
mul r0,r0,r1

-takes 1 cycle on NV35

This is a trivial example, but it does the job of getting the point across. Obviously, there are real benefits to be had from doing simple standard compiler optimizations which don't effect the output of the code at all. What kind of optimizations are we talking about here? Allow us to elaborate.

Aside from instruction reordering to maximize the parallelism of the hardware, reordering can also help reduce register pressure if we minimize the live ranges of registers within independent data. Consider this:

mul r0,a,a
mul r1,b,b
st r0
st r1

If we reorder the instructions we can use only one register without affecting the outcome of the code:

mul r0,a,a
st r0
mul r0,b,b
st r0

Register allocation is a very hefty part of compiler optimization, but special care needs to be taken to do it correctly and quickly for this application. Commonly, a variety of graph coloring heuristics are available to compiler designers. It seems NVIDIA is using an interference graph style of register allocation, and is allocating registers per component, though we are unclear on what is meant by "component".

Dead code elimination is a very common optimization; essentially, if the developer includes code that can never be executed, we can eliminate this code from the program. Such situations are often revealed when performing multiple optimizations on code, but it’s still a useful feature for the occasional time a developer falls asleep at the screen.

There are a great many other optimizations that can be performed on code which have absolutely no effect on outcome. This is a very important aspect of computing, and only gets more complicated as computer technology gets more powerful. Intel's Itanium processors are prohibitive to hand coding, and no IA64 based processor would run code well unless the compiler that generated the code was able to specifically tailor that code to the parallel nature of the hardware. We are seeing the same type of thing here with NVIDIA's architecture.

Of course, NVIDIA has the added challenge of implementing a real-time compiler much like the java JIT, or Transmeta's code morphing software. As such, there are other very interesting time saving things they need to do with their compiler in order to reduce the impact of trying to adequately approximate the solution to an NP complete problem into am extremely small amount of time.

A shader cache is implemented to store previously compiled shaders; this means that shaders shouldn't have to be compiled more than once. Directed Acyclic Graphs (DAGs) of the code are used to fingerprint compiled shaders. There is also a stock set of common, precompiled, shaders that can get dropped in when NVIDIA detects what a developer is trying to accomplish. NVIDIA will need to take special care to make sure that this feature remains a feature and doesn't break anything, but we see this as a good thing as long no one feels the power of the dark side.

Also, until the most recent couple driver releases from NVIDIA, the real-time compiler didn't implement all of these important optimizations on shader code sent to the card by a game. The frame rate increases of beyond 50% with no image quality loss can be attributed to the enhancements of the real-time compiler NVIDIA has implemented. All of the performance we've previously seen has rested on how well NVIDIA and developers were able to hand code shaders and graphics subroutines.

Of course, writing "good code" (code that suits the hardware it’s written for) will help the compiler be more efficient as well. We certainly won't be seeing the end of NVIDIA sitting down at the table with developers to help them acclimate their code to NV3x hardware, but this Unified Compiler technology will definitely help us see better results from everyone's efforts.

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  • Anonymous User - Sunday, October 26, 2003 - link

    Stop acting like a moron and coming to conclusions on your own. If you actually had a method to checks IPs, you would see that I only posted ONCE. (#96). Maybe other people posted more than once, but assuming that the 10 posts are only from one person is complete BS. Unless you have proof, keep your mouth shut.
  • Anonymous User - Sunday, October 26, 2003 - link

    Please, #98 is right. Look at #'s 87-97; all of them were posted within an hour. Then look at the rest of the responses toward the end of this thread. Puhlease.
  • Anonymous User - Saturday, October 25, 2003 - link

    #98 just wanted to say that cause hes overwhelmed with how many people are posting with common sense.
  • Anonymous User - Saturday, October 25, 2003 - link

    #98 which one would that be?
  • Anonymous User - Saturday, October 25, 2003 - link

    LMAO! Some loser is posting messages pretending to be a different person each time! LOL, nice try, you were caught. Next time try changing your IP address, you look stupid.
  • Anonymous User - Saturday, October 25, 2003 - link

    and these days you can easily find a ati 9700 for around $220ish

  • Anonymous User - Saturday, October 25, 2003 - link

    Argh wtf.. this review is clearly biased. Very disappointing AT.. very..

    "The GeForce FX 5700 Ultra will be debuting at $199 after a mail in rebate. If $200 is your hard limit, and you need a midrange card right now, the 5700 Ultra is the way to go if you want solid frame rates."

    Its 200 dollars AFTER the rebate comes in the mail. If you only have money to buy a $200 card, how the hell are you suppose to buy a 5700? Don't know, don't care..

    Grrr.

  • Anonymous User - Saturday, October 25, 2003 - link

    #76
    How dare you say ATI driver performance is not up to NVidia's?

    After all that cheating fiasco, replacing shader code, IQ optimization, Clipping planes, program detection, etc etc etc.

    WAKE UP dammit.
  • Anonymous User - Saturday, October 25, 2003 - link

    #62

    60,000 and alone? Yet defending [A] on their crap?

    Now I understand why you live alone...even if you didn't want to it'll be hard to find a partner that can stand such a lame attitude.

    I agree on the part of doing some investigations before investing. Yet you contradict yourself if you see no IQ diferences....for the hardware you might be able to buy, you should see it miles away. I do in a cheapo 17" monitor.

    You should be investing more in your eyes man....
  • Anonymous User - Saturday, October 25, 2003 - link

    #53

    No, it won't help, but for sure the website might GET A CLUE about what they are definitively not doing right.

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