Bug 727

Summary: Convert SimdSignal to use full SIMT
Product: Libre-SOC's first SoC Reporter: Jacob Lifshay <programmerjake>
Component: ALU (including IEEE754 16/32/64-bit FPU)Assignee: Jacob Lifshay <programmerjake>
Status: DEFERRED ---    
Severity: enhancement CC: libre-soc-bugs, lkcl
Priority: ---    
Version: unspecified   
Hardware: PC   
OS: Linux   
See Also: https://bugs.libre-soc.org/show_bug.cgi?id=713
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Description Jacob Lifshay 2021-10-13 02:09:31 BST
https://bugs.libre-soc.org/show_bug.cgi?id=713#c89
Comment 1 Luke Kenneth Casson Leighton 2021-10-13 21:18:37 BST
SIMT is a type of broadcast-instruction, a single L1 I-cache that
broadcasts an instruction to multiple execution units that are
otherwise fully-functioning cores.

if you meant "SimdSignal should be converted to full SIMD" that's
always been the plan so it will never need "conversion" to something
that it already is, by design.

either way this bugreport is invalid, so closing.
Comment 2 Jacob Lifshay 2021-10-13 21:37:56 BST
(In reply to Luke Kenneth Casson Leighton from comment #1)
> SIMT is a type of broadcast-instruction, a single L1 I-cache that
> broadcasts an instruction to multiple execution units that are
> otherwise fully-functioning cores.

You missed my point, which is to convert SimdSignal to have an API like SIMT's from a game programmer perspective, we sent dozens of messages over what exactly I meant in #713.

This is basically the bug for the future improvements that you and David convinced me to put off for later in the virtual coffee meeting yesterday. David explained that you thought those improvements were a good idea, so I'm reopening this bug.
Comment 3 Jacob Lifshay 2021-10-13 21:40:32 BST
(In reply to Jacob Lifshay from comment #2)
> (In reply to Luke Kenneth Casson Leighton from comment #1)
> > SIMT is a type of broadcast-instruction, a single L1 I-cache that
> > broadcasts an instruction to multiple execution units that are
> > otherwise fully-functioning cores.
> 
> You missed my point, which is to convert SimdSignal to have an API like
> SIMT's from a game programmer perspective, we sent dozens of messages over
> what exactly I meant in #713.

To be clear, this has nothing to do with how GPU hardware implements SIMT, it has to do with what our HDL will look like, like how SIMT appears from a software perspective.