Thread and Data Management: It's Time to Blow Your Mind

With both the recent NIVIDA and AMD graphics hardware launches, we spent quite a bit of time talking about thread management. Since Larrabee is designed to be more of a collection of general purpose scalar and vector processing units, and vertex, primitive and pixel data (along with associate shader programs) are software managed. As we discussed what a context is for AMD and NVIDIA graphics hardware, a true context is going to be a different thing altogether on Larrabee.

We do have to make a point of saying before proceeding that NVIDIA and AMD are under no obligation to actually tell us how their architecture is physically implemented. It is entirely possible that much of the attributes of the hardware are not actually attributes of the hardware but simply reflections of how hardware resources are used. In recent discussions with both companies about certain realities of their hardware revealed to us that the belief is if the system behaves like a specific physical implementation then it effectively is the same as that physical implementation.

Of course, we disagree. And it is possible that some of this has more similarity with NVIDIA and AMD than they are letting on. But we'll go on what we've got for now, and assume that what Intel is doing is as divergent as it sounds.

Each Larrabee core on a chip (of which it seems likely there will be some multiple of 8 in the final product) can maintain 4 simultaneous software threads (4 contexts are kept active at a time). This gives the appearance of 4 virtual physical processors to software running directly on the hardware even though all four threads are sharing a single resource. It is very likely that the major purpose of this is to hide some of the long latency we hit when going to memory for texture data and the like.

Now, for the purpose of graphics rendering using Intel's software rendering library or as it emulates DirectX and OpenGL, a thread is set up to manage the resources for a larger group of instructions and data that Intel calls a "fiber". Normally a thread will manage 8 fibers at a time. The hardware thread maintains a context in software for the fiber. The fiber's job is to manage the execution data parallel kernels on multiple groups of 16 "strands" (because the vector processor is 16-wide). A strand is what we have traditionally called a thread on other graphics hardware. The problem here is that Intel hardware is actually executing threads in a way that emulates hardware features of other architectures.

To put it together a little better, imagine one of Intel's threads as one of NVIDIA's TPCs, a fiber as an SM, and a strand as a thread. Okay, so it isn't that simple (simple?). But it is a sort of rough way of looking at it and a quick way of understand why naming is different here.

Let's take a deeper look at what goes on. With 4 threads per core (with at least 8 and hopefully something more like 32 cores), 8 fibers per thread, and some multiple of 16 strands per fiber, we could end up with a huge number of strands being managed simultaneously. This is active, running threads we are looking at as well. Since Larrabee will be a CPU in a true sense of the term, we can have as many threads as necessary live and waiting for a time slice. In the context of a normal CPU, this would be managed by the operating system, but as Larrabee will see the light of day as a graphics card, the driver will probably be managing timesharing issues an OS would normally perform.

While running ridiculous numbers of threads per core at a time might kill performance, unlike current GPUs, resource availability doesn't disrupt the creation of threads. Six of one, half dozen of the other? Maybe, and maybe not. Having active threads with data available to context switch to is key to hiding latency in NVIDIA and AMD hardware. If enough threads cannot be actively maintained, stalls happen and kill performance. Similar issues will impact Intel, and keeping dual-issue in-order hardware busy with multiple threads might be more easily managed if it can fall back on traditional CPU thread management paradigms to handle an abundance of threads that manage software that manages data parallel kernels.

The Awesome Potential of Fully Programmable Graphics Building an Optimized Rasterizer for Larrabee
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  • Griswold - Monday, August 4, 2008 - link

    You seem to be confused. Time for a nap.
  • MDme - Monday, August 4, 2008 - link

    but AMD will have Cinema 2.0. did you see that demo? by 2010, AMD will have the RV990 or whatever...and Nvidia will have GT400?
  • phaxmohdem - Monday, August 4, 2008 - link

    Considering how long it took nVidia to release a single GPU significantly faster than G80, I'd be shocked if we wee GT300 by 2009/2010. however a GTX 295GT X2 ULTRA OC is not out of the question ;)
  • shuffle2 - Monday, August 4, 2008 - link

    mm², how hard is that to write? >.>
  • 1prophet - Monday, August 4, 2008 - link

    They need to hit one out of the park with the drivers (software)as well.
  • jltate - Tuesday, August 5, 2008 - link

    I've got a bunch of comments, so I'll just list them all here.

    SSE doesn't have fused multiply-add operations. Larrabee does -- thus that 10 core processor could perform a peak of 320 floating point operations per cycle (it's mentioned in the SIGGRAPH paper).

    Larrabee's programming model is variable width -- the hardware can and likely will be augmented in the future to perform more than just 16 operations in parallel.

    The ring bus between cores was stated to be for each group of 16. Intel stated that for more than 16 cores they'd use "multiple short-linked rings".

    Also, the diagram only shows one memory controller on one side with fixed function logic on the other, not two memory controllers as you showed on page 5 of your article. However, Intel stated in the paper that the configuration and number of processors, fixed function blocks and I/O controllers would be implementation dependent. So in effect it could very well have a half-dozen 64-bit interfaces like G80.

    My forecast? This thing will rock. I for one simply cannot wait.
  • Laura Wilson - Monday, August 4, 2008 - link

    that's the truth

    they say they know this. it sounds like they know this ... we'll see what happens :-)
  • gigahertz20 - Monday, August 4, 2008 - link

    I'm going to predict Larrabee will provide a huge boost of performance over Intel's current crappy integrated graphic solutions, but will not be able to compete with AMD/ATI's and Nvidia's high end GPU's when it (Larrabee) finally launches. If Intel can deliver a monster that can push 100+ FPS in Crysis and doesn't cost so much that it breaks the bank like the current Nvidia GTX 280's, then they will have a real winner! When it finally launches though, who knows what AMD/ATI and Nvidia will have out to compete against it, wonder if Intel is just trying to push out a mainstream chip or go high end as well...guess I need to read the rest of the article :)
  • JEDIYoda - Tuesday, August 5, 2008 - link

    dreaming again huh??? you people who want top notch performance without having to pay for it....rofl..hahaha
  • FITCamaro - Monday, August 4, 2008 - link

    This isn't mean to compete with their IGPs. At least not initially.

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