Final Words

Both AMD and NVIDIA have touted the fact that as soon as they are able they will support OpenCL. Even though the specification has been released, it is not yet possible to claim OpenCL support because we don't yet have any qualification tests. NVIDIA and AMD will need to be able to correctly compile and execute OpenCL code and programs, and match results for calculations within certain tolerances. OpenCL drivers should start trickling out some time next quarter. Until then, developers do have access to the specification and header files so they can start playing with it as well.

Unfortunately, even if we had final drivers today we would have to wait for a quite some time before we see the first real apps trickle out. We expect a higher volume of consumer level applications than we've seen with CUDA, as there is greater incentive to develop using OpenCL. The fact that the vast majority of modern graphics cards will support OpenCL and the fact that the vast majority of computers have modern graphics cards installed means that once OpenCL drivers arrive developers will instantly have standardized and easy access to hundreds of times more compute power for general purpose processing of data parallel algorithms.

While AMD and NVIDIA will likely cary on their efforts with ATI Stream and CUDA, unless and until there is a language that can target all GPUs we are more likely to see OpenCL thrive. No matter how much easier it might be to leave all the overhead and management to the system or the driver, putting the power in the hands of the developer will always enable higher performance and more innovative usage of the hardware.

OpenCL Extending OpenGL
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  • DerekWilson - Wednesday, December 31, 2008 - link

    that is not possible -- when using the CPU to process data you need to copy it off the GPU ... when using the GPU to do processing, you need to copy data onto the GPU.

    What you don't need to do is to worry about copying data from an OpenGL buffer that resides on the GPU to another buffer in order to work on it with OpenCL.

    In DX11, you can share buffers between the Pixel Shader and the Compute Shader. Both of these are processed on the graphics card. You can do graphics work and general purpose compute work on the same data ... this is useful for effects physics, visualization of calculations, or complex shaders that might not be possible in the constraints of HLSL.

    With OpenGL + OpenCL, you can do the same thing -- share data between graphics buffers and OpenCL buffers. But these buffers reside on the GPU.

    In both DX11 and OpenCL, data must be moved off the GPU to process it with the CPU.

    If OpenGL and OpenCL did not have binary level buffer compatibility, worst case we would need to copy OpenGL buffers off the GPU, convert them, copy them into OpenCL buffers in the correct format, and then re-upload the data to the GPU. Alternately, we could modify the buffer on the GPU, but that would still require processing power and incur a performance penalty.
  • Jaybus - Friday, January 2, 2009 - link

    I think kevinkreiser was advocating a shared memory architecture, where CPU and GPU could access the same physical RAM, so that there would be no need to copy buffers. However, I disagree with such an approach, because that is only eliminating the buffer copy overhead by forcing the use of a global mutex or some other method of shared memory arbitration. The bottleneck would then become memory contention, offsetting any performance gained by eliminating the copy.
  • Loki726 - Friday, January 2, 2009 - link

    PCIe latency is incredibly large compared to memory copy latency. For example, a synchronous copy of a single byte from CPU memory to GPU memory on an 8800GT using CUDA takes around 100k cpu cycles to complete, where non-cached CPU memory copies of the same size are in the order of 100-1000s of cycles. PCIe transfers only become fast when copying large chunks of data.

    You are right that a shared memory architecture would require synchronization via some mechanism (mutex or other), but this would still be much faster than a DMA copy over PCIe for small data sizes if it was implemented correctly. There is no reason it should be any slower than sharing data between two threads in an SMP.

    I think the reason why no one builds systems like this is because low latency access to a shared DRAM would require complex protocols between the GPU and CPU memory controllers to ensure memory consistency and coherence, and no one builds CPUs and GPUs that closely integrated.
  • DerekWilson - Saturday, January 3, 2009 - link

    Some people built / build systems like this -- they are called game consoles ;-)
  • Loki726 - Saturday, January 3, 2009 - link

    Good point Derek. The Xbox 360 supports tightly integrated CPU-GPU communication:

    "The bus design and the CPU L2 provide added support that allows the GPU to read directly from the CPU L2 cache."[1]

    [1] Andrews, J. and Baker, N. 2006. Xbox 360 System Architecture. IEEE Micro 26, 2 (Mar. 2006), 25-37


  • Wwhat - Monday, January 5, 2009 - link

    Whatever happened to the hypertransport bus on motherboards and making graphics card for it? That would nicely cover both issues, plus since intel also is going in that direction they might agree with AMD at some far point in the future on a universal direct CPU transport bus connector.

    Or perhaps the graphicscard makers should consider making a universal socket on their graphicscards that connects to the motherboard to a dedicated connector designed for DMA between a shared memory space with the CPU, a cache designed for shared GPU/CPU use, the advantage would be that people would yet again be forced to buy a new motherboard, and chipset, and that will keep the money rolling in ;]

    Personally I think they should sit down in some room alone with themselves and think a bit until they realise having everybody doing their own propriety interfaces and systems is NOT a nice and positive and helpful and even economical way to go about thing and that making a plan then talking in a group with the 'opposition' and then tweaking it before releasing isn't such a bad idea and might actually lead to MORE profit and innovation.
  • Loki726 - Monday, January 5, 2009 - link

    The interface you are thinking of is called HTX and there are some specialized products that use it. Hypertransport may be an open spec, but the memory transfer and coherence protocols used by AMD are not open. So it is not possible for a third party vendor to sit down and implement an HTX card that could work cooperatively with an AMD processor without negotiating a license from AMD. Intel's equivalent Quickpath is similar, but not even an open spec. PCIe is not an open spec either, but is controlled by a consortium that offers third parties pretty much equal opportunities to obtain a license.

    Someone correct me if I'm wrong, but I'm not sure if dramatically reduced CPU/GPU memory copy latency would be useful for graphics applications. Games seem to scale just fine with the PCIe. Obviously there will be specific cases where it will be useful, but in general, the industry hasn't had a problem getting huge speedups over CPUs without it.

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