µ¼º½£ºZOLÊ×Ò³ > ÓÎϷƵµÀ > ÓÎÏ·Ó²¼þ > רÌâ²âÊÔ | ½üÈÕ¸üР|
HegdeÏÈÉúÖ¸³öÏÖ½ñµÄGPUµÄ¿É±à³ÌShader²¢²»ÊʺÏ×öÏóÎïÀíÄ£ÄâÒ»ÑùµÄGPGPUÔËË㡣ĿǰGPU(Programmable ShaderµÄ)µÄͨÓüĴæÆ÷µÄÊýÄ¿¹ýÉÙ¡£Õâ¶ÔÌرðÏñÎïÀíÄ£Ä⣬Êý¾Ý½á¹¹¸´ÔÓ£¬¸÷ÖÖ²»Í¬µÄ¸´ÔÓµÄËã·¨½øÐе÷Óô¦Àí£¬´«Í³GPU»áÓнϴóµÄȱÏÝ¡£¶øÇÒÔÚʵ¼Ê´¦ÀíÖÐÎïÀí¼Ä´æÆ÷µÄЧÂÊҲû°ì·¨ÍêȫʹÓÃÉÏ£¬HegdeÏÈÉúÖ¸³öPPUÔòÅ䱸Á˸ü¶àµÄµÄ¼Ä´æÆ÷¡£
¡¡2005Äê9ÔÂATI Technologies½øÐÐÁ˵ÄTech Day conference£¬GPGPUµÄÑо¿ÈËÔ±Mike HoustonÏÈÉú(Stanford University)ÈÏΪ£ºATIµÄRADEON X1800(R520)ϵµÄGPGPUÉϵÄÓŵãÊǺÜÃ÷ÏԵģºShaderµÄÓ²¼þ¼Ä´æÆ÷Êý32¸ö¡£ShaderµÄ¼Ä´æÆ÷Êýͨ³£ÊDz»±»¹«²¼µÄ£¬HoustonÏÈÉú¾ÍÌáµ½Á˾ºÕù¶ÔÊֵIJúÆ·ÔÚÕâ·½ÃæÓÐÒ»¶¨µÄÈõÊÆ¡£
ÔÙÒ»¸öÖØÒª²»Í¬ÊÇ´æ´¢Æ÷½á¹¹£¬HegdeÏÈÉúÉù³Æ£ºPPUûÓлº´æ½á¹¹£¬´«Í³µÄ»º´æ½á¹¹²»ÊʺÏÎïÀí¼ÆËã¡£CPUºÍGPUÊý¾ÝÓоֲ¿´æÔÚÐÔ£¬ÎïÀíÔòûÓоֲ¿´æÔÚÐÔ£¬¸ü¶àµÄÇé¿öÊÇËæ»ú·ÃÎÊ£¬¶øÈ¡¶ø´úÖ®µÄÊǸ÷ÖÖ¸÷ÑùµÄÄÚ²¿´æ´¢Æ÷£¬¶øÇÒPPU×î´óµÄ²»Í¬ÊÇËüÓµÓÐÅÓ´óµÄÄÚ²¿´æ´¢´ø¿í£¬´ïµ½2Tb(Tera-bit)/sec¡£
¡¡³ý´ËÖ®ÍâÏÖÔÚµÄGPU£¬Íⲿ´æ´¢Æ÷µÄÑӳٺͷÃÎÊ·¾¶£¨access path£©£¬Ò²Ã»ÓÐÏóCPUºÍPPUÄÇÑùÔÚͨÓô¦ÀíµÄ×ÔÓɶÈÉÏÓÐÓÅÊÆ¡£±ÈÈçÊý¾ÝµÄfetch£¬ÐèҪʹÓÃtextureÀ´ÊµÏÖ¡£×ÜÖ®GPUÔÚÄÚ²¿½á¹¹µÄÓÅ»¯ÉÏ£¬»¹ÉÐÓвî¾à¡£
¡ºPPUÄÚ²¿´æ´¢Æ÷½á¹¹¡»
ÔÙ¶Ô±ÈCell´¦ÀíÆ÷ºÍPPUµÄ½á¹¹£¬ºÜÈÝÒ×·¢ÏÖËüÃÇÖ®¼äµÄ¹²Í¬µã£¬¶¼¾ß±¸ÁËÅÓ´óµÄ¸¡µãÔËËãµ¥Ôª²¢Ðд¦ÀíÆ÷£¬Ã»Óлº´æ½á¹¹¡£PPUµÄRISCºËÐÄPPU Control Engine (PCE)¶ÔÓ¦CellµÄPowerPCºËÐÄPPE(Power Processor Element)£¬Vector Processing Engine (VPE)ºÍSPE(Synergistic Processor Element)ÏàËÆ¡£
¡¡ÔÙÒ»¸öÎÊÌâ¾ÍÊÇ£¬Ëæ×ÅδÀ´µÄDirectX 10µÄ²ÉÓã¬GPUµÄ½á¹¹Ò²³öÏֽϴóµÄµ÷Õû£¬Í³Ò»¼Ü¹¹µÄUnified-ShaderÊÇ×î´óÌص㡣ÔÚ¹ÜÏßÑÓ³Ù·½Ã潫¸üµÍ£¬Í¬Ê±ÔڼĴæÆ÷ÊýÄ¿·½ÃæÒ²»áÓÐÕë¶ÔGPGPUµÄÓÅ»¯£¬GPUÔÚͼÐÎäÖȾ·½ÃæµÄÓÅÊÆÊǺÁÎÞÒÉÎʵģ¬Í¬Ê±Î´À´µÄ·¢Õ¹·½ÏòÒ²»áÔÚGPGPUÓ¦Ó÷½ÃæÓиü¶àµÄ¿¼ÂÇ¡£´Ëǰ΢ÈíµÄÒ»¸öÕÐƸҳÃæÉÏÏÔʾWindows Graphics and Gaming TechnologyС×éÒ²ÓжÔÒ»¸öPhysics API·½ÃæµÄְλÐèÇó£¬Ëü½«ÖÂÁ¦ÓÚDirect PhysicsµÄÑз¢£¬ËùÒÔ´ÓÕâЩÀ´¿´£¬ÎïÀí¼ÓËÙ·½ÃæµÄ¾ºÕù»¹ÊǷdz£´óµÄ¡£
Ïà¹ØÎÄÕ | ||||||||||||||
|