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  1. #1
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    Some interesting talk about x264 optimizing on bulldozer

    http://www.planet3dnow.de/vbulletin/...&postcount=562
    http://www.planet3dnow.de/vbulletin/...&postcount=585


    Looks like fma4 & XOP bring greater help than AVX on bulldozer. Seems we would get a revolutionay change since MMX.

    2011-09-16 23:42:16 < Dark_Shikari> Oh YI, we know now why AVX is useless on bulldozer
    2011-09-16 23:42:20 < Dark_Shikari> *FYI
    2011-09-16 23:42:22 < Dark_Shikari> Move elimination
    2011-09-16 23:42:29 < Dark_Shikari> Their OOE engine eliminates moves and resolves them before ALU stage
    2011-09-16 23:42:34 < Dark_Shikari> So moves are free, so AVX doesn't help
    2011-09-16 23:42:39 < Dark_Shikari> Except reducing code size ofc
    2011-09-23 18:56:03 < Dark_Shikari> Okay, so I have a massive series of bulldozer profiles ready
    2011-09-23 18:56:13 < Dark_Shikari> It has instruction-based sampling and all sorts of awesome stuff
    2011-09-23 18:56:43 < JEEB> AMD? Awesome stuff? This sounds like something that doesn't happen very often
    2011-09-23 18:57:21 < Gramner> any NDA?
    2011-09-23 18:59:53 < Dark_Shikari> Technically yeah
    2011-09-23 19:00:08 < Dark_Shikari> Though a lot of the stuff isn't bulldozer-specific, its performance counters are just awesome
    2011-09-23 19:00:32 < Dark_Shikari> Unsurprisingly, our load/store queue is full in pixel_avg functions.
    2011-09-23 19:01:25 < Dark_Shikari> Er, load queue.
    2011-09-23 19:01:36 < Dark_Shikari> Our store queue, on the other hand, fills in plane_copy, mc_copy...
    2011-09-23 19:01:38 < Dark_Shikari> slicetype_mb_cost?
    2011-09-23 19:02:12 < Dark_Shikari> cache_load and cache_save, guess that's obvious
    2011-09-23 19:02:33 < Dark_Shikari> analyse_init, naturally
    2011-09-23 19:02:50 < Dark_Shikari> Okay, time for INEFFECTIVE_SW_PREFETCHES
    2011-09-23 19:03:05 < Dark_Shikari> Oh, this is awesome. It tells you when a prefetch is useless, i.e. the data was already in L1 cache
    2011-09-23 19:03:12 < Dark_Shikari> Almost all of the "useless prefetches", pengvado, are in hpel_filter
    2011-09-23 19:03:21 < Dark_Shikari> The rest are in cache_load
    2011-09-23 19:03:23 < Dark_Shikari> Guess that's expected.
    2011-09-23 19:04:02 < Dark_Shikari> Next: DECODER_EMPTY.
    2011-09-23 19:04:17 < Dark_Shikari> I... think this is where the instruction decoder... hmm. Is this where the decoder is too fast, or too slow?
    2011-09-23 19:04:43 < Dark_Shikari> Okay, it's where the decoder is too slow (there's nothing to dispatch)

    (...)
    2011-09-23 21:47:40 < Dark_Shikari> Thank you performance counters, I think I just made CABAC RD way faster
    2011-09-23 21:48:37 < LordRPI> nice
    2011-09-23 21:49:22 < Dark_Shikari> 50% of the branch mispredictions in cabac were on one line of code
    2011-09-23 21:49:26 < Dark_Shikari> a restructure of the function, kabam
    2011-09-27 00:55:51 < Dark_Shikari> pengvado: oh oops, vpermilps and pd are 5-operand (!!!!!)
    2011-09-27 00:55:57 < Dark_Shikari> dst,src1,src2,selector,imm8
    2011-09-27 00:56:25 < Dark_Shikari> I mean seriously wtf
    2011-09-27 01:04:02 < Dark_Shikari> Also, they apparently dropped 3DNOW
    2011-09-28 01:33:41 < Dark_Shikari> AVX mbtree propagate is slower than sse2
    2011-09-28 01:33:49 < Dark_Shikari> FMA only barely manages to get it fast again.
    2011-09-28 01:33:49 < kemuri-_9> lol
    2011-09-28 01:33:52 < Sean_McG> hahah
    2011-09-28 01:33:59 < Dark_Shikari> SSE2: 342 cycles
    2011-09-28 01:34:00 < Dark_Shikari> AVX: 374
    2011-09-28 01:34:05 < Dark_Shikari> FMA4: 340
    2011-09-28 01:34:18 < kemuri-_9> lol
    2011-09-28 01:34:26 < Dark_Shikari> I guess this makes sense given that it only has 128-bit execution units
    2011-09-28 01:34:34 < Dark_Shikari> and the INT16_TO_FLOAT code is obnoxiously slow because avx sucks
    2011-09-28 01:34:41 < Dark_Shikari> i.e. avx has no way of doing int16_t -> float fast
    2011-09-28 01:35:18 < Dark_Shikari> Hmm. I wonder if FMA4 supports sse registers?
    2011-09-28 01:35:37 < Dark_Shikari> Oh. It *does*...
    2011-09-28 01:35:38 < Dark_Shikari> Let me try that.
    2011-09-28 01:37:45 * codestr0m ears perk up
    2011-09-28 01:49:29 < Dark_Shikari> FMA4: 314 cycles. Much better
    2011-09-28 01:49:46 < codestr0m> Dark_Shikari: what was the change?
    2011-09-28 02:01:21 < Dark_Shikari> using the sse instead of avx version
    2011-09-28 02:01:26 < Dark_Shikari> as the basis for xop
    2011-10-01 02:09:51 < Dark_Shikari> xop will make this a lot easier, but I'm trying to do ssse3 first
    2011-10-04 04:46:38 < Dark_Shikari> C, with mode analysis shortcuts: 253 cycles
    2011-10-04 04:46:45 < Dark_Shikari> My crappy, badly optimized XOP asm: 93 cycles
    2011-10-04 04:46:56 < Dark_Shikari> This is kinda awesome
    2011-10-04 04:49:35 < Dark_Shikari> Oh, and old without shortcuts: 379 cycles
    2011-10-04 04:49:45 < Dark_Shikari> My asm is 4 times faster than the existing... wait where have we seen this before? XD

    2011-10-04 04:49:57 < Dark_Shikari> It's just like SAD_4x4_x9 all over again!
    2011-10-04 04:50:10 < JEEB>
    2011-10-04 04:50:18 < JEEB> that sounds pretty awesome
    2011-10-04 04:50:21 < Dark_Shikari> Except this time I'm still wondering how best to do it without vpperm
    2011-10-04 04:50:33 < Dark_Shikari> Thanks AMD, for bringing back the best instruction ever after 15+ years of hiatus.
    Last edited by undone; 10-04-2011 at 10:04 AM.

  2. #2
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    Quote Originally Posted by undone View Post
    Some interesting talk about x264 optimizing on bulldozer

    http://www.planet3dnow.de/vbulletin/...&postcount=562
    http://www.planet3dnow.de/vbulletin/...&postcount=585


    Looks like fma4 & XOP bring greater help than AVX on bulldozer. Seems we would get a revolutionay change since MMX.
    7 days late but this post is still relevant to me. Sounds like BD's going to be an encoding monster once x264 gets updated.

  3. #3
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    Quote Originally Posted by blindbox View Post
    7 days late but this post is still relevant to me. Sounds like BD's going to be an encoding monster once x264 gets updated.
    Well dont be too optimistic, of course instruction set could do well in some code, but for other code is another story. Wait and see.

    Quote Originally Posted by cesariuth View Post
    Talking about 3dsmax9??

    3dsmax.jpg

    the performance of BD is here in this graph
    according to the graph, 8150(415) is 8% slower than 980x(382). I could be wrong.
    Last edited by undone; 10-11-2011 at 08:49 AM.

  4. #4
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    2011-09-28 01:34:34 < Dark_Shikari> and the INT16_TO_FLOAT code is obnoxiously slow because avx sucks
    2011-09-28 01:34:41 < Dark_Shikari> i.e. avx has no way of doing int16_t -> float fast
    I wonder if CVT16 could be used for that, as well.

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