Larrabee ISA Revealed
David Greene writes "Intel has released information on Larrabee's ISA. Far more than an instruction set for graphics, Larrabee's ISA provides x86 users with a vector architecture reminiscent of the top supercomputers of the late 1990s and early 2000s. '... Intel has also been applying additional transistors in a different way — by adding more cores. This approach has the great advantage that, given software that can parallelize across many such cores, performance can scale nearly linearly as more and more cores get packed onto chips in the future. Larrabee takes this approach to its logical conclusion, with lots of power-efficient in-order cores clocked at the power/performance sweet spot. Furthermore, these cores are optimized for running not single-threaded scalar code, but rather multiple threads of streaming vector code, with both the threads and the vector units further extending the benefits of parallelization.' Things are going to get interesting."
The story title conjured up images of the boxes of ISA cards I've still got sitting around. Ah, the joys of setting IRQs... good times.
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It appears that this could well improve the speed of lots of different operations. A definite boon for graphics like operations, but also a lot of DSP (audio/maths)stuff can benefit from these enhancements. It would also appear that general code could easily be sped up, however, compiler writers need to get their collective arses into gear for this to happen.
However, give the average developer more speed, and all that gets produced is more bloat with less speed. If you watch large teams of programmers, the managment actually force the developers to write slow code, claiming that maintainability is more important than any other factor! (smart code that actually executes quickly is generally too difficult for the dumb-arsed upper level (management) programmers to understand, and is thus removed. Believe me, I've seen this happen many times!)
That's what libraries, toolsets and custom compilers are for. If the problem was just silicon we'd have Larrabee by now. What's holding up the train is the software toolchain and software licensing issues.
Don't worry, though. On launch day the tools will be mature enough to use, and game vendors will have new ray tracing games that look fabulous on nothing but this.
I'm hoping the tools will be open but that's a long bet. If they are, Microsoft is done as the game platform for the serious gamer and Intel will make billions as they take the entire graphics market. Intel will make hundreds of millions regardless and a bird in the hand is worth two in the bush, so they might partner in a way that limits their upside to limit their downside risk. That would be the safe play. We'll see if they still have the appetite for risk that used to be their signature. I'm hoping they still dare enough to reach for the brass ring.
Help stamp out iliturcy.
This 300 watts monter, 8086/386/586/x86-64/mmx+sse+ss2+ss3+whateversse compatible mess represents (or should represent) the end of an era. Few people is asking for that kind of product; price and size is more important. It's just Intel trying to hold the market captive forever.
As a structural engineering in training who is starting to cut his teeth in writing structural analysis software, these are truly interesting times in the personal computer world. Technologies like CUDA, OpenCL and maybe also Larrabee are making it possible to simply place in any engineer's desk a system capable of analysing complex structures practically instantaneously. Moreover, it will also push the boundaries of that sort of software beyond, making it possible to, for example, modeling composite materials such as reinforced concrete through the plastic limit, a task that involves simulating random cracks through a structure in order to get the value of the lowest supported load and that, with today's personal computers, takes hours just to run the test on a simple simply supported, single span beam.
So, to put this in perspective, this sort of technology will end up making it possible for construction projects to be both cheaper, safer and take less time to finish, all in exchange of a couple hundred dollars on hardware that a while back was intended for playing games. Good times.
Slashdot, fix your code or at least hire someone who is competent at it to do it for you.
Your post can be summarized as: Intel Giveth; Microsoft taketh away. That's been the formula for far too long.
And that period is almost over.
Help stamp out iliturcy.
If Intel are smart they will release a chip containing one core (or 2 cores) from some kind of lower-power Core design and a pile of Larabee cores on the one die along with a memory controler and some circuits to produce the actual video output to feed to the LCD controler, DVI/HDMI encoder, TV encoder or whatever. Then do a second chip containing a WiFi chip, audio, SATA and USB (and whatever else one needs in a chipset). Would make the PERFECT 2-chip solution for netbooks if combined with a good OpenGL stack running on the Larabee cores (which Intel are talking about already).
Such a 2-chip solution would also work for things like media set top boxes and PVRs (if combined with a Larabee solution for encoding and decoding MPEG video). PVRs would just need 1 or 2 of whatever is being used in the current crop of digital set top boxes to decode the video.
As for the comment that people will need to understand how to best program Larabee to get the most out of it, most of the time they will just be using a stack provided by Intel (e.g. an OpenGL stack or a MPEG decoding stack). Plus, its highly likely that compilers will start supporting Larabee (Intel's own compiler for one if nothing else).
The programming languages that will benefit from Larrabee though will not be C/C++. It will be Fortran and the purely functional programming languages. Unless C/C++ has some extensions to deal with the pointer aliasing issue, that is.
Intel has a lot of smart people in their compilers group, and they've done stuff like this before in different times in the past. I wouldn't at all be surprised if they released compiler extensions to allow quick loading of data into the processing vectors.
I don't think we will see this in notebooks for a while. We need to wait and see what the real product looks like (Intel hasn't released any specs), but Google for Larrabee and 300W and you will see the scuttlebut is that this chip will draw very large amounts of power.
Isn't this exactly what Gallium3d + LLVM GLSL compiler is giving you? Heck, even with the simple shader ISA's you probably want an optimizing compiler anyway in order to get good GLSL performance, no?
Wouldn't this actually be a good thing; instead of spending all the time developing new drivers for each generation of hw (changing every 6 months, poorly if at all documented), you could just keep on developing the architecture and improve the x86 backend.
There are lots of instructions and other craft inside 80x86 processors that occupy silicon that is never used. A clean break from 80x86 is needed. Legacy 80x86 code can run perfectly in emulation (and need not be slow, using JIT techniques).
All the legacy junk takes up a pretty small fraction of the area. IIRC on a modern x86 CPU like Core2 or AMD Opteron, it's somewhere around 5%. Most of the core is functional units, register files, and OoO logic. For a simple in-order core like Larrabee the x86 penalty might be somewhat bigger, but OTOH Larrabee has a monster vector unit taking up space as well.
What I like most about Larrabee is the scatter-gather operations. One major problem in vectorized architectures is how to load the vectors with data coming from multiple sources. the Larrabee ISA solves this neatly by allowing vectors to be loaded from different sources in hardware and in parallel, thus making loading/storing vectors a very fast operation.
Yes, I agree. Scatter/gather is one of the main reason why vector supercomputers do very well on some applications. E.g. scatter/gather allows sparse matrix operations to be vectorized, and allows the CPU to keep a massive number of memory operations in flight at the same time, whereas sparse matrix ops tend to spend their time waiting on memory latency when you have just the usual scalar memory ops.
The programming languages that will benefit from Larrabee though will not be C/C++. It will be Fortran and the purely functional programming languages. Unless C/C++ has some extensions to deal with the pointer aliasing issue, that is.
There is the "restrict" keyword in C99 precisely for this reason. It's not in C++ but most compilers support it in one way or another (__restrict, #pragma noalias or whatever). That being said, I'd imagine something like OpenCL would be a more suitable language for programming Larrabee than either C, C++ or Fortran. Functional lnaguages are promising for this as you say, of course, but it remains to be seen if they manage to break out of their academic ivory towers this time around.
Perhaps. As it stands, though, I don't think Larrabee can run all standard x86 code, since it doesn't support legacy instructions. Plus, even if it did, the performance would suck. For desktop use, it probably makes more sense to have some real x86 cores and a bunch of simpler graphics cores that don't have to be x86. To get full benefit from Larrabee, the code has to be threaded anyhow, so there's not so much point being able to run it on the same core as the standard x86 code.
The programming languages that will benefit from Larrabee though will not be C/C++.
Awwwww :-(
It will be Fortran and the purely functional programming languages. Unless C/C++ has some extensions to deal with the pointer aliasing issue, that is.
Oh. You mean like restrict which has been in the C standard for 10 years?
GCC supports it for C++ too. I'd be suprised if ICC and VS didn't support it for C++ too.
SJW n. One who posts facts.
Articles states that there's hardware support for transcendental functions, but the list of instructions doesn't include any. Anyone know what is/isn't supported in this line?
It appears that this could well improve the speed of lots of different operations. A definite boon for graphics like operations, but also a lot of DSP (audio/maths)stuff can benefit from these enhancements. It would also appear that general code could easily be sped up, however, compiler writers need to get their collective arses into gear for this to happen.
Yeah, and while they are at it, I hope they finally get around to fixing that damn segfault bug. It's been around for YEARS.
"Would you believe a GOTO statement and a couple of flags?"
How about a while loop and a continue statement?
In C, a continue breaks out of only one nested while or for loop. If you're in a triply nested loop, for example, you can't specify "break break continue" to break out of two nested loops and go to the next iteration of the outer loop. You have to break your loop up into multiple functions and eat a possible performance hit from calling a function in a loop. So if your profiler tells you the occasional goto is faster than a function call in a loop, there's still a place for a well-documented goto.
C++ code can use exceptions to break out of a loop. But statically linking libsupc++'s exception support bloats your binary by roughly 64 KiB (tested on MinGW for x86 ISA and devkitARM for Thumb ISA). This can be a pain if your executable must load entirely into a tiny RAM dedicated to a core, as seen in the proverbial elevator controller, in multiplayer clients on the Game Boy Advance system (which run without a Game Pak present so they must fit into the 256 KiB RAM), or even in the Cell architecture (which gives 128 KiB to each DSP core).
If developers are too stupid to code for it, it won't go anywhere. This is sounding a lot like the PS3 architecture in complexity.
There are several problems with PS3 programming that don't apply to Larrabee:
* Non-uniform core architectures. Cell processors have two different instruction architectures depending on which core your code is intended to run on. This causes quite a bit of confusion and makes the tools for development a lot more complex.
* Non-uniform memory access. Most cell processor cores have local memory, and global memory accesses must be transferred to/from this local memory via DMA. Larrabee cores have direct access to main memory via a shared L2 cache.
* Memory size constrains. Most cell processor cores only have direct access to 256K of memory, so programs running on them have to be very tightly coded and don't have much spare space for scratch usage.
Any application that's reasonably parallelisable is going to be pretty easy to optimize for larrabee. Most graphics algorithms fit into this category.
nVidia G80 is scalar in the sense it's not VLIW (like ATI is), but it still has 32-wide SIMD. (Likely to go to 16 in next generations). 32*16 is actually 512 bits too.
Doing a truly scalar architecture would have an enormous cost in instruction caches - you'd need to move as many instructions as data around the chip, and that won't be cheap. So SIMD is going to be around for a while.
Nice try, more research next time.
This isn't really x86, in my opinion; it's x86 with a separate set of very obviously graphics-oriented instructions bolted on top. Since getting decent performance will require using the new instructions and a new programming model almost exclusively, what's the point of the x86 bit?
The point is that there's stuff those graphics-oriented instructions are really not very good at, like indirect memory referencing and branching logic, both of which x86 excels at handling. Now, that kind of workload isn't common on GPUs _at the moment_, but both of those are common operations, for example, in ray tracing, so you may see them become more important over the next few years. What Intel are doing here is defining the GPU architecture for the next decade, and it's one that allows more complex algorithms to be implemented than can easily be done using the specialized stream processing systems we have at the moment.
The other point behind the x86 bit is that not only did Intel alrady have core designs that implemented it (Larrabee simply has the new registers & instructions bolted on to an existing low-power Pentium-class core) thus enabling faster time to market than if they'd developed entirely new hardware, they also have a massive amount of software support for the architecture, including one of the best optimizing C++ compilers there is. A new ISA would have required a new compiler, thus further complicating the project. As it is, only extensions to their existing compiler have been necessary.
Oddly enough your post ranks quite highly in that search. Drilling through the forums that show up reveal speculation that a 32-core Larrabee design will use 300W TDP, or roughly 10W per core. There doesn't seem to be any justification for that number although the Larrabee looks like Atom + stonking huge vector array. The Atom only uses 2W, it seems hard to believe that the 16-way vector array would use as much power for each FLOP as the entire Atom power budget to deliver that FLOP. Or perhaps it will, it's all just speculation at this point.
So that 32-core processor would deliver 16x32 = 512 FLOP/clock peak. I would guess that they could deliver a low-power part clocked at 1GHz judging by the efficiency of Intel's floating point units across the whole range (from Atom up to i7). That part would hit 512GFlop/s peak. Then it's just a guessing game of what clock-speed they could ramp it up to within that 300W TDP, 2Ghz? 3?
The real killer could be how much sustained throughput can be achieved on an x86 derivative. The Core-2 sustained throughputs were mental, but it used every OoO trick that Intel could throw at it. Without that advantage the peak:sustained ratio will be closer to AMD/Nvidia's current offerings.
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What I wonder is why they haven't attempted to release two versions: an x86 version, and a stripped down RISC version without the x86 decoder.
If you looked at what Intel has been doing recently, the RISC code that x86 is translated to has been slowly evolving. For example, sequences of compare + conditional branch become a single micro op. Instructions manipulating the stack are often combined or not executed at all. So what is the perfect RISC instruction set today isn't the perfect RISC instruction set tomorrow. And Intel's RISC instruction set would likely be quite different from AMD's.
I'm gonna go ahead and agree with management that maintainability is more important than any other factor. Having had to maintain a few ancient codebases is my day, I've seen way too many "clever" coders that do ridiculous tricks to save time or space. Well designed (read: maintainable) code does not imply any significant performance hit.
If you watch large teams of programmers, the managment actually force the developers to write slow code, claiming that maintainability is more important than any other factor!
I don't see why it should be one or the other - maintainability is important, as is using optimal algorithms. Fast algorithms can still be written in a clear and understandable manner.
If you watch large teams of programmers, the managment actually force the developers to write slow code, claiming that maintainability is more important than any other factor!
I don't see why it should be one or the other - maintainability is important, as is using optimal algorithms. Fast algorithms can still be written in a clear and understandable manner.
Up to a point, then you've got to make a choice. Keep the high level OOP constructs, or flatten it out to make the compiler's job easier.
THEN you have the next level of optimization, keep the readable code or do it the "clever" way that nets a 40% boost. And as any experienced coder will tell you, clever code is the antithesis of maintainable.
If you watch large teams of programmers, the management actually force the developers to write slow code, claiming that maintainability is more important than any other factor!
I've worked in a couple of companies like that - usually the programmers were limited to working on technology that the management (ex-programmers) were familiar with. Then also, management didn't want the programmers learning "high-demand skills" (ie. hardware programming) that would boost the chances of their staff leaving to a better paid environment. Or there was the politics of favoritism where the directors wanted to give a leg up the seniority ladder to their best mate. Everyone else who was qualified "didn't have the skills or was busy on another project" while of course their mate "had applied at just the right time with the right skills". Another problem was that if management gave only one programmer a new hardware system, then everyone else would get cheesed off that they were falling behind that they would leave (eg. a CPU porting project). Alternatively, there are also quota based systems which would piss off one nationality off another.
Invariably these companies gain a bad reputation and implode after a slow death spiral, where they are forced to lay off staff and sell off equipment to cover debts. With fewer staff, they can't take on new projects, and the cycle continues until the last project is cancelled.
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