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.
512 MB RAM, 20 GB disk, 200 GB transfer, five datacenters. $19.95/month.
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.
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.
IA64 was rejected because it was too lean. It's actually a horrendously complicated ISA which requires the compiler to do a lot of the work for it, but it turns out that compilers aren't very good at the sort of stuff the ISA requires (instruction reordering, branch prediction etc.) It also turned out that EPIC CPUs are very complex and power-hunger things, and IA32/x86-64 had easily caught up with and surpassed many of the so-called advantages that Intel had touted for IA64.
The only reason Itanium is still hanging around like a bad smell is because companies like HP were dumb enough to dump their own perfectly good RISC CPUs on a flimsy promise from Intel, and now they have no choice.
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.
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.
So that is where the term "EPIC FAIL" comes from...
Any sufficiently advanced intelligence is indistinguishable from stupidity.
Look i hate to be anal, but neither Intel nor AMD have been at the top of the SpecInt benchmark for a long time.
The stock IBM Power6 5.0Ghz CPU is the fastest CPU on the specint benchmark on a per-core basis (and before that it was the 4.7Ghz model of the same CPU that was the leader).
http://www.spec.org/cpu2006/results/res2008q2/cpu2006-20080407-04057.html
Search for: IBM Power 595 (5.0 GHz, 1 core)
Which is telling considering it's made on a larger process than the fastest x86 (the i7). It really shows there's room for improvement if you ditch the x86 instruction set.
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.
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?
"Hardware support" doesn't mean "fully implemented in hardware".
What hardware support do you need for transcendental functions?
1. Bit fiddling operations to extract exponents from floating point numbers. Check. 2. Fused multiply-add for fast polynomial evaluation. Check. 3. Scatter/gather operations to use coefficients of different polynomials depending on the range of the operand. Check.
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.