Discussion RDNA4 + CDNA3 Architectures Thread

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DisEnchantment

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Mar 3, 2017
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With the GFX940 patches in full swing since first week of March, it is looking like MI300 is not far in the distant future!
Usually AMD takes around 3Qs to get the support in LLVM and amdgpu. Lately, since RDNA2 the window they push to add support for new devices is much reduced to prevent leaks.
But looking at the flurry of code in LLVM, it is a lot of commits. Maybe because US Govt is starting to prepare the SW environment for El Capitan (Maybe to avoid slow bring up situation like Frontier for example)

See here for the GFX940 specific commits
Or Phoronix

There is a lot more if you know whom to follow in LLVM review chains (before getting merged to github), but I am not going to link AMD employees.

I am starting to think MI300 will launch around the same time like Hopper probably only a couple of months later!
Although I believe Hopper had problems not having a host CPU capable of doing PCIe 5 in the very near future therefore it might have gotten pushed back a bit until SPR and Genoa arrives later in 2022.
If PVC slips again I believe MI300 could launch before it

This is nuts, MI100/200/300 cadence is impressive.



Previous thread on CDNA2 and RDNA3 here

 
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Joe NYC

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Jun 26, 2021
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That's still N4c.

Well, it was 1 to 3 SEDs per IO die, 9 total. Which was just a waste / going overboard with potential segmentation of using less than 3 per IO die. Those 3 tiny SED could have been one bigger die.

What I was thinking was a single SED that 3 times the size. But then, instead of 1 (bigger) SED on top of 1 IO die and then connecting 1 to 3 IO dies, I was suggesting a monolithic IO die - 3 different sizes of them. Then, there would be no jumping between IO dies, no need for 3D silicon bridges or 2.5D connections of IO dies. Only 3D jumps from IOD to SED.
 

adroc_thurston

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Jul 2, 2023
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Joe NYC

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Jun 26, 2021
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That's an IOD.
IOC was a separate thing.

I think they call it AID = Active Interposer Die
in Mi300 and Navi4c

You're SoIC bonding stuff, keep em SE-sized.

I don't know how they automate this stuff if it is not cheaper to bond one bigger piece of silicon rather than 3 small ones.

I am not sure if graduality for creating SKUs would be worth it.

It's in the name.

That limits the amount of Si you spam. No bueno.

Well, that's the big downside, of a tradeoff. More modularity at expense of having 2.5D or silicon bridges vs. less modularity, more SI spam
 

Joe NYC

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Jun 26, 2021
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yea.

The # of KGDs matters a lot less than the actual bonding process being kinda slow.

Maybe the old sweet spot for die size (vs. # of bonds) was in 100mm2 range, but it seems that maybe that sweet spot is higher. Assuming the rumors of bigger die sizes in Mi400 are bigger.

That would have some implications on chiplet based RDNA 5.
 

Mahboi

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Apr 4, 2024
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Tuna-Fish

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https://gitlab.freedesktop.org/mesa...t_id=34be14d957aa6e4252a9d61b5d5ad7cb74a8424d
"Use compute if the size is large enough. Always prefer compute on GFX12."
?

The function is used to clear a buffer (set it to all 0) starting from the CPU side. There are two methods, use DMA memory accesses to write zeroes to the buffer, or to launch a compute function on the GPU side to clear it from that side. For large buffer sizes, the compute method was always faster. For small sizes, there used to be a bunch of logic to pick which method to use, presumably because the overhead of dispatching a compute task was too high for it to be worth it. For GFX12, it just always uses the GPU compute task.

Also presumably, this means that the overhead of launching compute tasks has been reduced.
 

Mahboi

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Apr 4, 2024
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From the sound of the design of UE5 Lumen and Nanite it sounds like we're already well on the way there.
I'd consider mesh/primitive shaders as the real first step forward.
When I heard about it I was pretty floored to learn that the entire SW stack in GPUs was "gaming first" and didn't properly decouple compute from gaming since the 90s.
We're clearing up legacy logic in this industry, feels nice.
 

soresu

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Dec 19, 2014
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I think primitive shaders were part of one of the mid season console refresh GPUs, I'd be interested to know if it worked on that at least.
 

blackangus

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Aug 5, 2022
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I'd consider mesh/primitive shaders as the real first step forward.
When I heard about it I was pretty floored to learn that the entire SW stack in GPUs was "gaming first" and didn't properly decouple compute from gaming since the 90s.
We're clearing up legacy logic in this industry, feels nice.
This is an interesting statement to me. I don't do any development on GPU's, and software is my second priority, so can you expand on this statement to help me understand a bit more of what is improving and how that will help game development? (Will it?)
 
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