gs-4152, amd’s radeon r9-290x, one big dgpu, by michael mantor
DESCRIPTION
Presentation GS-4152 by Michael Mantor at the AMD Developer Summit (APU13) November 11-13, 2013.TRANSCRIPT
AMD RADEON™ R9-‐290X, ONE BIG DGPU MIKE MANTOR – [email protected]
GRAPHICS, COMPUTE & VISUALIZATION ARCHITECT
AMD RADEON™ R9-‐290X, ONE BIG DGPU
Audio Technologies
Specifications
GCN Architecture
Display Technologies
A CONTINUED ERA OF GCN GRAPHICS & COMPUTE
3 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
GRAPHICS CORE NEXT ARCHITECTURE
! 44 Compute Units ! 4 Geometry Processors
‒ 4 billion primiIves/sec
! 64 Pixel Output/Clock ‒ 64 Gpixels/sec fill rate
! 176 Texture Units ‒ 176 Gtextured pixels/sec
! 704 32b Load/Store Units ‒ Up-‐to 2.8 TB/sec L1 bandwidth
! 1MB R/W L2 Cache ‒ Up-‐to 1 TB/sec L2/L1 bandwidth
! 512-‐bit GDDR5 memory interface ‒ 320 GB/sec memory bandwidth
! New AMD CrossFire™ technology ! AMD TrueAudio technology ! 6.2 billion transistors
‒ 438 mm2 on 28nm process node
RADEON™ R9 290X
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
4 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! RADEON™ R9 290X GCN GPU contains 4 Shader Engines ‒ Load balanced with each other ‒ Screen partitioning for pixel assignment
! A Shader Engine is a high level organizational unit containing: ‒ 1 Geometry Processor (1 Primitive Per Cycle Throughput) ‒ 1 Rasterizer ‒ 1-11 CUs (Compute Units)
‒ Instruction I$ and constant K$ caches shared by up to 4 CU each
‒ 4 RBEs (Render Back Ends) ‒ Up-to 16 – 64b pixels/cycle per Shader Engine ‒ Up-to 8 – 128b pixels/cycle per Shader Engine
SHADER ENGINE RADEON™ R9 290X GRAPHICS CORE NEXT ARCHITECTURE
5 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! CU = Basic Building Block of GPU Computational Power ‒ 44 compute units (2816 SP IEEE 2008-‐compliant shaders) ‒ Device Flat (Generic) 64b/32b Addressing support ‒ Masked Quad Sum of Absolute Difference (MQSAD) with 32b AccumulaIon and SaturaIon ‒ Precision improvement for naIve LOG/EXP ops to 1ULP ‒ Packed 64Bb pixel color exports – effecIvely double reorder buffering in 64b pixel processing w/access power reducIon ‒ New Local Data Share (LDS) Memory OperaIons
COMPUTE UNIT
Branch & Message Unit Scalar Unit Vector Units
(4x SIMD-16)
Vector Registers (4x 64KB)
Texture Filter Units (4)
Local Data Share (64KB)
L1 Cache (16KB)
Scheduler Texture Fetch Load / Store
Units (16)
Scalar Registers (8KB)
RADEON™ R9 290X GRAPHICS CORE NEXT ARCHITECTURE
6 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! Flat Address Space (“flat”) instrucIons are new for Radeon™ R9-‐290X and allow read/write/atomic access to a generic memory address pointer which can resolve to any of the following physical memories:
! Global memory
! Scratch (“private”) ! LDS (“shared”) ! Invalid -‐ MEM_VIOL TrapStatus
! Device Flat(Generic) 64b/32b Addressing mode support ‒ FLAT instrucIons support both 64 and 32-‐bit addressing. The address size is set via a mode register (“PTR32”) and a local copy of the value is stored per wave.
‒ The state addresses for the aperture check differ in 32 and 64-‐bit mode
COMPUTE UNIT RADEON™ R9 290X DEVICE FLAT ADDRESS
FLAT
7 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! New Local Data Share Memory OperaIons ‒ F32 Min/Max/Compare Swap ‒ Full complement of LDS remote atomic op with shared memory dual source operands ‒ LDS[Dst] = LDS[addr0] op LDS[addr1]; ‒ Fast remote reducIon operaIons for arithmeIc, logical, Min/Max F32
‒ Read/Write Exchange 96b/128b
COMPUTE UNIT RADEON™ R9 290X LDS OPERATIONS
8 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! SAD = Sum of Absolute Differences ! Critical to many video & image processing algorithms
‒ Motion detection ‒ Gesture recognition ‒ Video & image search ‒ Stereo depth extraction ‒ Computer vision
! SAD (4x1) and QSAD (4 4x1) instructions ‒ QSAD combines SAD with alignment ops for higher performance and reduced power draw ‒ Evaluate up to 256 pixels per CU per clock cycle!
! Maskable MQSAD instruction ‒ Allows background pixels to be ignored ‒ Accelerated isolation of moving objects
! New : 32 bit destination accumulator register ‒ SAD/QSAD/MQSAD U32/U16 accumulators with saturation
2 5
4 0
7 5
4 1
5 4
7 1
9 4
3 1
3 5
4 0
2 5
8 1
5 5
7 1
9 7
1 7
9 3
2 9
1 5
6 8
1 4
6 6
3 2
3 0
3 2
7 4
5 0
9 2
9 9
5 8
4 0
4 7
3 0
2 2
8 2
1 0
7 1
2 0
3 9
3 6
SAD = 59
SAD = 45
SAD = 58
SAD = 22
Closest match
SAD = 22
AMD Radeon™ R9 290x can evaluate 11.26 Terapixels/sec *
* Peak theoreIcal performance for 8-‐bit integer pixels
GCN MEDIA PROCESSING MEDIA INSTRUCTIONS RADEON™ R9 290X
9 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
Process and rasterize up to 4 primi\ves per clock cycle
! Updated Geometry Processor Units – Off-chip buffer management improved
– Larger posi\on & parameter caches
! GS + Tessellation is faster than before…
! However… memory can still be the bottleneck!
– Minimize the number of inputs and outputs for best performance…
! Small GS expansions can be done within LDS eliminating cache/memory traffic!
TessellaIon off
GCN FIXED FUNCTION ARCHITECTURE GEOMETRY Geometry Processor Geometry Processor Geometry Processor
Tessellator Vertex Assembler
Geometry Assembler
Geometry Processor
Tessellator Vertex Assembler
Geometry Assembler Tessellator Vertex
Assembler Geometry Assembler Tessellator Vertex
Assembler Geometry Assembler
TessellaIon off
Image from Baulefield 3, EA DICE
TessellaIon on
RADEON™ R9 290X
10 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
Z/Stencil ROPs Color ROPs
Depth Cache Color Cache
! Depth/Color/Stencil processing conducted in the Render Back-Ends (RBEs) ‒ 4KB Depth Cache
‒ Up to 16 coverage samples ‒ 16KB Color Cache
‒ Up to 8 color samples
! Radeon™ R9-290X fragment rates ‒ 64 – 64b pixels per cycle ‒ 256 Depth Test (Z) / Stencil Ops per
cycle
* There are 16 RBEs on Radeon™ R9 290x
GCN FIXED FUNCTION ARCHITECTURE RENDER BACK ENDS RADEON™ R9 290X
11 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! There are 4 Geometry Processors on Radeon™ Radeon™ R9 290x
‒ Overall Primitive Rate = 4 prims per clock (ideal)
! There are 4 Rasterizers on Radeon™ R9 290x (4 triangles x 16 pixels = 64 pixels per clock)
‒ Each rasterizer can read in a single triangle per cycle, and write out up-to 16 pixels
! Caveat: tiny (e.g. sub-pixel) triangles can dramatically reduce PS efficiency ! This can cause us to become raster-bound, unable to rasterize at peak-rate!
Geometry Processor
Tessellator Vertex Assembler
Geometry Assembler
Rasterizer
Scan Converter Hierarchical Z
Render Back-Ends
Rasterizer
Scan Converter Hierarchical Z
Render Back-Ends
Geometry Processor
Tessellator Vertex Assembler
Geometry Assembler
Rasterizer
Scan Converter Hierarchical Z
Render Back-Ends
Rasterizer
Scan Converter Hierarchical Z
Render Back-Ends
Geometry Processor
Tessellator Vertex Assembler
Geometry Assembler
Geometry Processor
Tessellator Vertex Assembler
Geometry Assembler
Command Processor
Compute Units
GCN FIXED FUNCTION ARCHITECTURE RASTERIZER RADEON™ R9 290X
12 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
1 MB L2 R/W CACHE ! Upto16 - 64 KB L2 cache partition
‒ Relative to AMD Radeon™ HD 7970 ASIC ‒ Additional 33% last level cache capacity ‒ Additional 33% internal fabric bandwidth
‒ Up to 1TB/s L2/L1 bandwidth @ 1GHz operation
L2 Cache
Memory Interface ! 512-‐bit GDDR5 at 5.0 Gbps
‒ 320 GB/sec memory bandwidth
! High density interface design ‒ 512-‐bit memory interface occupies ~20% less area than the 384-‐bit memory interface uIlized on the AMD Radeon™ HD 7970 ASIC
‒ Over 20% more total bandwidth ‒ 50% increase in bandwidth per mm2
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
64-bit Dual Channel Memory Controller
L2 & MEMORY INTERFACE RADEON™ R9 290X GRAPHICS CORE NEXT ARCHITECTURE
13 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
Tiled Resources & Partially Resident Textures
! Enables application to manage more texture data than can physically fit in a fixed footprint ‒ Known as: Tiled Resources (Direct3D 11.2) and Partially Resident Textures (OpenGL 4.2) ‒ A.k.a. “Virtual texturing“ and “Sparse texturing”
! The principle behind PRT is that not all texture contents are likely to be needed at any given time ‒ Current render view may only require selected portions of a texture to be resident in memory ‒ Or, only selected MIPMap levels…
! PRT textures only have a portion of their data mapped into GPU-accessible memory at a time ‒ Texture data can be streamed in on-demand ‒ Texture sizes up-to 32TB (16k x 16k x 8k x 128-bit)
! All Tier-‐2 features supported in Radeon™R9 – 290X ‒ Shader LOD clamp & mapped status feedback ‒ Reads from non-‐mapped Ile returns 0 ‒ Min/max reducIon filtering
! OpenGL extension – GL_AMD_sparse_texture
14 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
GCN COMPUTE ARCHITECTURE RADEON™ R9 290X
A NEW CONFIGURATION OF GCN FOR GAMMING AND COMPUTING
AMD Radeon™ HD 7970 GHz Edition
AMD Radeon™ R9 290X Increase
Geometry Processing 2.1 billion primitives/sec 4 billion primitives/sec 1.9x
Compute 4.3 TFLOPS 5.6 TFLOPS 1.3x
Texture fill rate 134.4 Gtexels/sec 176 Gtexels/sec 1.3x
Pixel fill rate 33.6 Gpixels/sec 64 Gpixels/sec 1.9x
Peak Bandwidth 264 GB/sec 320 GB/sec 1.2x
Die area 352 mm2 438 mm2 1.24x
Peak GFLOPS/mm2 12.2 12.8 1.05x
15 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
GRAPHICS CORE NEXT
! 8 ASYNCHRONOUS COMPUTE ENGINES (ACE) ‒ Operate in parallel with Graphics CP ‒ Independent scheduling and work item dispatch
for efficient multi-tasking ‒ 9 Devices with 64+ Command Queues!
‒ Fast work group boundary preemption ‒ Exposed in OpenCL™
! Dual DMA engines ‒ Can saturate PCIe 3.0 x16 bus bandwidth (16 GB/
sec bidirectional)
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GCN COMPUTE ARCHITECTURE RADEON™ R9 290X
16 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
GRAPHICS CORE NEXT
! ACEs are responsible for compute shader scheduling, synchronization & resource alloc
! Each ACE fetches commands from cache or memory
! Tasks have a priority level for scheduling ‒ Background à Realtime
! ACE dispatch tasks to shader engines as resources permit
! Tasks complete out-of-order, tracked by ACE for correctness
! Every cycle, an ACE can create a workgroup and dispatch to the shader engines for round robin for wave launch ‒ Policies:priorities/keep out/limits/reservations etc
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GCN COMPUTE ARCHITECTURE RADEON™ R9 290X
17 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
GRAPHICS CORE NEXT
! ACE are independent ‒ But, can synchronize and communicate
via Cache/Memory/GDS
! ACE can form task graphs ‒ Individual tasks can have
dependencies on one another ‒ Can depend on another ACE ‒ Can depend on part of graphics pipe
! ACE can control task switching ‒ Stop and Start tasks and dispatch
work to shader engines
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
GCN COMPUTE ARCHITECTURE RADEON™ R9 290X
18 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! Ace -‐ Independent virtual engine, enabling true GPU MulIprocessor operaIon ! Operates out of assigned virtual memory (All commands, instrucIons, constants, input, output memory space)
! Doorbell hardware feature enables architected efficient queue write pointer update
! Producer/Consumer can be built on OpenCl™ and advanced HSA ! Footprint limiIng with load balancing techniques between concurrent compute ACE threads
ACE F32 GDS
Memory
Init
Dis
patc
h
Con
trol
Dat
a
CS CS Unified Shader
Intermediate
Data
Memory Input Data
Per WG Data
Sync
Spawn
Alloc ACE F32
Dis
patc
h
Spawn
RADEON™ R9 290X FUTURE CS CONCURRENT MULTITHREADING
19 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
GRAPHICS CORE NEXT
! Focus in GPU hardware migrating towards general-purpose compute units
! Radeon™R9 290x GCN-based ASICs have advanced compute ‒ CP can dispatch compute ‒ ACE cannot dispatch graphics
! Future will provide interactive compute and graphics
! If you aren’t writing Compute Shaders, you’re not getting the absolute most out of modern GPUs
A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING
RADEON™ R9 290X GCN COMPUTE ARCHITECTURE
20 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
NEW AMD CROSSFIRE™ TECHNOLOGY -‐ XDMA
! XDMA is a modern approach to negoIaIng the communicaIon of mulIple GPUs for peak gaming performance with the ultra-‐high-‐resoluIon displays of tomorrow
! Radeon™R9-‐290X includes a Hardware DMA engine in the AMD CrossFire™ composiIng block ‒ Designed for AMD Eyefinity and UltraHD resoluIons via DisplayPort™ ‒ Allows for direct access between GPU display pipelines over PCI Express® ‒ No external connector required ‒ CompaIble on AMD Catalyst™ frame pacing technologies
‒ No performance penalty versus external bridge
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AMD EYEFINITY TECHNOLOGY
SEPTEMBER 2009
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EYEFINITY 6 EDITION
APRIL 2010
1
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5X1 PORTRAIT MODE
OCTOBER 2011
24 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
HDMI® (WITH 4K)
FEBRUARY 2012 DISPLAYPORT™ 1.2
DECEMBER 2011
32”
3840
2160
3840
50”
2160
25 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
THE GENERATIONAL LEAP GAMERS HAVE BEEN WAITING FOR
4K
1080p
SD
4X THE RESOLUTION OF 1080p
26 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
THE FUTURE OF ULTRAHD
! We believe the AMD Radeon™ R9 290X will support future third type of UltraHD display that feature Single Stream operaIon at 60Hz
! This product is ready with support for high pixel rates up to 600 MHz, and will validate as soon as the monitors are available 3840
2160
27 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
1 x HDMI®
1 x DisplayPort™ with Multi-Stream Transport
2 x Dual-Link DVI
BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS 1
28 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
2 x Dual-Link DVI 1 x HDMI® x DisplayPort™
with Multi-Stream Transport HAVE 3 MATCHING MONITORS?
USE ANY THREE OUTPUTS
29 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS
2 x Dual-Link DVI
1 x HDMI®
1 x DisplayPort™ with Multi-Stream Transport
30 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS
1 x HDMI®
1 x DisplayPort™ with Multi-Stream Transport
2 x Dual-Link DVI
31 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS
1 x HDMI®
1 x DisplayPort™ with Multi-Stream Transport
2 x Dual-Link DVI
32 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
! TrueAudio on AMD Radeon™ R9 290X
! Dedicated Audio DSP soluIon for game sound effects
! Guaranteed real-‐Ime performance and service
! Programmable pipeline provides arIsIc freedom to game audio engineers
! Intended to transform game audio as programmable shaders transformed graphics
GCN MEDIA PROCESSING AMD TRUEAUDIO
33 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
3D AUDIO DONE RIGHT
Absence of 3D positional data from the game leads to “fake” 3D audio
Unprocessed Stereo Sound
ApplicaIon / Game USB Audio Driver
USB
! USB headset solutions provide processing at the end of the pipeline ‒ Software & Hardware solutions
Traditional Virtual Surround Sound
AMD & GENAUDIO will bring this experience to gamers
Processed Stereo Sound
Audio Middleware
Effects & Algorithms
AMD TRUEAUDIO
ApplicaIon / Game Audio Assets
! Spatialization algorithm with 3D positional data from game leads to more accurate 3D audio
Virtual Surround with AMD TrueAudio Technology
34 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
SPATIALIZATION / 3D AUDIO REVERBS
AUDIO/VOICE STREAMS MASTERING LIMITERS
GCN MEDIA PROCESSING AMD TRUEAUDIO
35 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
THE DRIVING FORCES BEHIND THE AMD RADEON™ R9 290X
NEW GAME CONSOLES
ULTRAHD DISPLAYS
MULTI-MONITOR GAMING
AUDIO IMMERSION
NEXT GENERATION GAMES
Works with all Graphics Core Next GPUs
MANTLE
! New low level programming interface for PCs
! Designed in collaboration with top game developers
! Lightweight driver that allows direct access to GPU hardware
! Compatible with DirectX® HLSL for simplified porting GCN
Mantle Driver
Mantle API
Graphics Applications
! GS-4112 – Mantle: Empowering 3D Graphics Innovation
! Keynote – Johan Andersson, Technical Director, EA
! GS-4145 – Oxide on Mantle Adoption (Wed 5:00-5:45)
37 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
PRODUCT SPECIFICATIONS
AMD RADEON™ R9 290X
Radeon™ R9 290X Stream Processors 2,816
Engine Clock Up to 1 GHz
Compute Performance 5.6 TFLOPS
Memory Configuration 4GB GDDR5 / 512-bit
Memory Speed 5.0 Gbps
Power Connectors 1 x 6-pin, 1 x 8-pin
PCI-E Standard PCI-E 3.0
AMD TrueAudio Technology Yes
API Support DirectX® 11.2 OpenGL 4.3
Mantle
38 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
THANK YOU
QUESTIONS?
39 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
In this talk, details about how the unique configuraIon and features of the new Radeon™ R9-‐290X are used to deliver a new level of experience for enthusiast gamers. The powerful Graphics Core Next architecture upgraded to drive ULTRAHD 4K resoluIon displays or mulIple mulI-‐monitor configuraIons for great visual effects. The Radeon™ R9-‐290X is equipped with a xDMA engine that uIlizes PCIE for all communicaIon between mulIple GPUs in a system for AMD Crossfire™ operaIons. This soluIon is compaIble with our latest frame pacing updates. The Radeon™ R9-‐290X is addiIonally coupled with AMD’s new TRUEADIO Technology to provide a hardware accelerated programmable audio pipeline, enabling the sound engineer and arIst to significantly engage a parIcipant’s sense of sound in game play.
ABSTRACT
40 | RADEON™ R9-‐290X, ONE BIG DGPU | NOV 2013 | APU13
DISCLAIMER & ATTRIBUTION
The informaIon presented in this document is for informaIonal purposes only and may contain technical inaccuracies, omissions and typographical errors.
The informaIon contained herein is subject to change and may be rendered inaccurate for many reasons, including but not limited to product and roadmap changes, component and motherboard version changes, new model and/or product releases, product differences between differing manufacturers, so~ware changes, BIOS flashes, firmware upgrades, or the like. AMD assumes no obligaIon to update or otherwise correct or revise this informaIon. However, AMD reserves the right to revise this informaIon and to make changes from Ime to Ime to the content hereof without obligaIon of AMD to noIfy any person of such revisions or changes.
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ATTRIBUTION
© 2013 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo, Radeon, CrossFire, Catalyst and combinaIons thereof are trademarks of Advanced Micro Devices, Inc. in the United States and/or other jurisdicIons. PCI Express is a trademark of the PCI-‐SIG CorporaIon and HDMI is a trademarks of HDMI Licensing, LLC. Other names are for informaIonal purposes only and may be trademarks of their respecIve owners.