AMD's OpenCL Allows GPU Code To Run On X86 CPUs
eldavojohn writes "Two blog posts from AMD are causing a stir in the GPU community. AMD has created and released the industry's first OpenCL which allows developers to code against AMD's graphics API (normally only used for their GPUs) and run it on any x86 CPU. Now, as a developer, you can divide the workload between the two as you see fit instead of having to commit to either GPU or CPU. Ars has more details."
Good on them. Now how about an API that allows me to run GPU code on the GPU? The day I can play 1080p mkvs from a netbook on AMD/ATI hardware is the day I'll quit buying nvidia.
I am literally 3000 tokens away from the chaotic crossbow --Stephen
Ironically Intel announced that they are going to stop outsourcing their GPU's in Atom processors and include the gpu + cpu in one package, yet nobody knows what happened to the dual core Atom N270...
Things have been slowly moving in this directly already, since game makers have not been using available cpu horsepower very effectively. A little z-buffer magic and there is no reason why the object space couldn't be separated into completely independent processing streams.
-Matt
I haven't read too much of OpenCL (just a few whitepapers and tutorials) but does anybody know if you can use both the GPU and CPU at the same time for the same kind of task. For example, in a single "kernel", I want it done 100 times, I can send 4 to the quad-core CPU and the rest to the GPU? If so, this would be a big win for AMD.
IMO, the fundamental problem with OpenCL is the same as with OpenAL, which is that Operating System vendors don't provide a standard implementation as is done with OpenGL.
(Bus) speed isn't an issue as creating a CPU or GPU context requires a specific creation flag, so one would know what the target platform is.
I suppose it really sucks to code in OpenCL and also take advantage of your CPU. It also really sucks that when you have an nVidia card and the code is made for ATI that you can still use it on your CPU. Seriously...
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It's difficult to actually figure out what you are talking about here..from what I see this article is about writing code to the AMD stream framework and have it target X86 (or AMD GPUs).
If your concern is shipping object code to a card to be processed may end up being so time consuming that it would not be worth it. Then I'd say that most examples of this kind of processing I've seen are doing some specific highly scalable task (e.g. MD5 hashing, portions of h264 decode). So clearly you have to do a cost/benefit like you would with any type of parallelization. That said, the cost of shipping code to the card is pretty small. So I would expect any reasonably repetitive task would afford some improvement. You're probably more worried about how well the code can be parallelized rather than the transfer cost.
Note that this OpenCL implementation works for CPU only. GPU support is forthcoming.
However, we know that Mac OSX (Snow Leopard) will soon be shipping with an OpenCL implementation.
I think we can expect full OpenCL (CPU & GPU) support from Intel, ATI/AMD, and nVidia sooner rather than later.
IMO, the fundamental problem with OpenCL is the same as with OpenAL, which is that Operating System vendors don't provide a standard implementation as is done with OpenGL.
It's still pretty early to say, though Apple provides an API for this with Snow Leopard. I don't know it OpenAL is a bad comparison or not, but as someone that does audio coding, OpenAL is the biggest joke of an API yet devised by man. OpenAL has little support because it's an awful and usless set of resources and features.
Don't blame me, I voted for Baltar.
For some games that'll be true, but I think it'll be a long time, if ever, before we see a CPU that can compete with a high end GPU especially as the bar gets higher and higher - e.g. physics simulation , ray tracing...
Note that a GPU core/thread processor is way simpler than a general purpose CPU core and so MANY more can be fit on a die. Compare an x86 chip with maybe 4 cores with something like an NVidea Tesla (CUDA) card which starts with 128 thread processors and goes up to 960(!) in a 1U format card! I think there'll always be that 10-100 factor more cores in a high end GPU vs CPU and for apps that need that degree of paralellism/power the CPU will not be a substitute.
Hi, I am working on an OpenCL implementation sponsored by google summer of code. It is nearly done supporting the CPU and the Cell processor. This news has come to as a blow to me. I have struggled so much with my open source project and now a big company is going to come and trample all over me. boo hoo. http://github.com/pcpratts/gcc_opencl/tree/master
My main issues with OpenAL are that it is completely based around the concept of a "listener" interacting with sounds in "space." In other words, it's the OpenGL semantic applied to sound. I looked into it originally because I wanted something more system-independent than Apple's CoreAudio, but really OpenAL is just a videogame language, and it's focused completely around choreographing sounds for interactive emulation of space. OpenAL is hell if you want to apply a subjective effects aside from its pre-cooked spatial repertory, or even do something simple like build a mixer with busses.
In my line, film post-production, the users really don't want to control the "direction" and "distance" of a sound, they want to control the pan and reverb send of a sound; the language and the model is simply too high level for people who are used to setting their own EQ poles and their own pitch-shifts for doppler.... Most of the models OpenAL uses to create distance and direction sensations are pretty subjective, arbitrary, and not really based on current pychoacoustic modelling. It works to an extent, but it doesn't give a sound designer, of a videogame or anything else, the level of control over the environment they generally expect. It certainly doesn't give a videogame sound designer the level of control over presentation that OpenGL gives the modeller or shader developer.
Oh, and OpenAL doesn't support 96k, 24 bit audio, or 5.1 surround.
I admit I am not their target audeince, and I can see how OpenAL is sufficient for videogame developers, but it really is nothing more than sufficient, and unlike OpenGL, which universal enough that it can be used in system and productivity software, on computers, phones, and in renderfarms on everything from calendar software to animated movies, OpenAL is strictly for videogames only.
Don't blame me, I voted for Baltar.
I've found that an O(n^3) algorithm or less should be run on cpu. The overhead of moving to gpu memory is just too high. The gen2 pci is faster, but that just means I do #pragma omp parallel for and set the number of processors to 2.
The comparisons of gpu and cpu code are not fair. They talk about highly optimised code for the gpu but totally neglect the cpu code (only use a O2 with the gcc compiler and that's it). On a E5430 Xeon, intel compiler and well written code, an O(n^3) or less is faster.
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Unless of course you have a device (like newer macbooks) with nvidia's mobile chipset, which shares system memory and can therefore take advantage of Zero-copy access, in which case there is no transfer penalty because there is no transfer. A limited case, but useful for sure.
As a related aside to this, how long before GPU's include a form of audio processing as well. We want to offload radiosity effects to video cards. GPGPU is one way, although specialized support for this that utilizes the graphics card's inherent knowledge of object positioning might be somewhat preferable
At the same time it might be beneficial to consider a similar, but slightly more general problem. Radiosity utilizes reflectivity "textures" to calculate final light levels. One could easilly imagine applying audio reflectivity textures to objects, and simulating the reflections of sound to produce the final sound. Thus if the player is standing on the other side of a large audio absorptive object from the sound source the sound would be muffled. If a sound occurred in a large cavern-style area with appropriate sound textures it would inherently echo. Clearly there are some substantial similaries between the two, although of course the differences are also significant. Never the less, it seems reasonably possible to design a GPU hardware addition that is capable of performing the calculations for either, no?