Intel's implementation isn't even "real" eDRAM (though by some definitions it qualifies). It's a separate die. I was talking about actually having eDRAM on the same die as logic. That's been common on game consoles since PS2/GameCube, and recently it's used for cache on POWER.
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Replying to @marcan42 @whitequark and
All that is still moving the data, with ever larger busses. I'm wondering if we can get away with not actually moving it, something like making DRAM refresh "smart" or "streaming".
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Replying to @dakami @whitequark and
The thing is DRAM doesn't spend a huge fraction of the time refreshing itself. DRAM is pipelined and you can stream data in/out of RAM pretty much as fast as the physical technology allows.
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Replying to @marcan42 @whitequark and
Exactly! The streaming of data in and out _is the bottleneck_. So add compute when you are already processing the data anyway.
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DDR4 & co move data about as fast as the actual underlying RAM allows (DRAM cells only go ~200-300Mhz)
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Replying to @erincandescent @dakami and
There's some improvement you could make but mostly in the form of simple read modify write ops. The 360 had blending
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Yes. Exploiting the fact that reads are destructive and doing the blend before the row rewrite.
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Replying to @erincandescent @dakami and
Yeah, that's one of the few things that still makes sense today. Pixel write back is still fixed function AFAIK (I though we had shaders for that as of recently but I can't find a reference?)
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Depends upon your GPU. Mobile space (because tiled) shaders often do read modify write. Desktops still often have 'ROPS'
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IIRC this is one of the reasons PS2 emulation is a bitch. The GPU has some ROPS that just don't map onto GL/DirectX.
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This might be one of the few areas where mobile is more performant (both Mali and PVR have fully programmable blending)
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