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Compilers and More: A Computing Larrabee

October 29th, 2009 · No Comments




by Michael Wolfe, Compiler Engineer, The Portland Group, Inc.
The buzz and excitement around Intel’s Larrabee processor continues to build. Intel has been careful to present Larrabee as a graphics processor that can also be used for highly parallel tasks such as game physics, avoiding the claim that it will be appropriate for HPC. The Intel marketing department isn’t stupid, of course; they don’t want to erode the market for their own very high-powered and successful (and highly profitable) Core-2 (and beyond) server processors. Nonetheless, it will be hard to prevent experimentation and even productization of HPC systems with Larrabee processors, either as the main CPU or as an attached accelerator, unless Intel chooses to control the supply.

Larrabee looks an awful lot like an x86 cluster node; anyone who has experience building HPC clusters has pretty good intuition about the design tradeoffs that make for a balanced and effective system. So it can be interesting to explore the Larrabee architecture, to look at the design choices Intel made, and what alternatives they might have considered or might consider in the future.

Larrabee supports several kinds of parallelism. It was recently stated that Larrabee will have 32 cores in its first implementation. That gives a MIMD parallelism factor of 32, 32 threads running in parallel on separate cores. Each core has a vector processing unit that augments the SSE instruction set; the VPU can support 16 single precision operations in vector mode. That gives a SIMD or vector parallelism factor of 16, assuming the vector instructions are implemented fully in SIMD mode. Most vector processors use pipelining to reduce the transistor count, but I doubt that Intel is limited by silicon real estate.

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Tags: Processors · Programming

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