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AMD	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  
MIKE	
  MANTOR	
  –	
  MICHAEL.MANTOR@AMD.COM	
  
GRAPHICS,	
  COMPUTE	
  &	
  VISUALIZATION	
  ARCHITECT	
  
AMD	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  

A CONTINUED ERA OF GCN GRAPHICS & COMPUTE

GCN Architecture
Display Technologies
Audio Technologies
Specifications
RADEON™	
  R9	
  290X	
  

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GRAPHICS CORE NEXT
ARCHITECTURE
!  44	
  Compute	
  Units	
  
!  4	
  Geometry	
  Processors	
  
‒  4	
  billion	
  primiIves/sec	
  

!  64	
  Pixel	
  Output/Clock	
  
‒  64	
  Gpixels/sec	
  fill	
  rate	
  

!  176	
  Texture	
  Units	
  
‒  176	
  Gtextured	
  pixels/sec	
  

!  704	
  32b	
  Load/Store	
  Units	
  
‒  Up-­‐to	
  2.8	
  TB/sec	
  L1	
  bandwidth	
  

!  1MB	
  R/W	
  L2	
  Cache	
  
‒  Up-­‐to	
  1	
  TB/sec	
  L2/L1	
  bandwidth	
  

!  512-­‐bit	
  GDDR5	
  memory	
  interface	
  
‒  320	
  GB/sec	
  memory	
  bandwidth	
  

!  New	
  AMD	
  CrossFire™	
  technology	
  
!  AMD	
  TrueAudio	
  technology	
  
!  6.2	
  billion	
  transistors	
  
3	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

‒  438	
  mm2 on	
  28nm	
  process	
  node	
  
RADEON™	
  R9	
  290X	
  

GRAPHICS CORE NEXT
ARCHITECTURE

SHADER	
  ENGINE	
  

! RADEON™	
  R9	
  290X	
   GCN GPU contains 4 Shader Engines
‒  Load balanced with each other
‒  Screen partitioning for pixel assignment

! A Shader Engine is a high level organizational unit containing:
‒  1 Geometry Processor (1 Primitive Per Cycle Throughput)
‒  1 Rasterizer
‒  1-11 CUs (Compute Units)
‒  Instruction I$ and constant K$ caches shared by up to 4 CU each

‒  4 RBEs (Render Back Ends)
‒  Up-to 16 – 64b pixels/cycle per Shader Engine
‒  Up-to 8 – 128b pixels/cycle per Shader Engine
4	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  
Branch &
Message Unit

COMPUTE	
  UNIT	
  

Scheduler

Vector Registers
(4x 64KB)

Vector Units
(4x SIMD-16)

Local Data Share
(64KB)

Scalar Unit

GRAPHICS CORE NEXT
ARCHITECTURE
Texture Filter
Units (4)

Scalar Registers
(8KB)

Texture Fetch
Load / Store
Units (16)

L1 Cache
(16KB)

!  CU = Basic Building Block of GPU Computational Power
‒  44	
  compute	
  units	
  (2816	
  SP	
  IEEE	
  2008-­‐compliant	
  shaders)	
  
‒  Device	
  Flat	
  	
  (Generic)	
  64b/32b	
  Addressing	
  support	
  	
  
‒  Masked	
  Quad	
  Sum	
  of	
  Absolute	
  Difference	
  (MQSAD)	
  with	
  32b	
  AccumulaIon	
  and	
  SaturaIon	
  
‒  Precision	
  improvement	
  for	
  naIve	
  LOG/EXP	
  ops	
  to	
  1ULP	
  
‒  Packed	
  64Bb	
  pixel	
  color	
  exports	
  –	
  effecIvely	
  double	
  reorder	
  buffering	
  in	
  64b	
  pixel	
  processing	
  w/access	
  power	
  reducIon	
  
‒  New	
  Local	
  Data	
  Share	
  (LDS)	
  Memory	
  OperaIons	
  
5	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  

COMPUTE	
  UNIT	
  

DEVICE	
  FLAT	
  ADDRESS	
  

FLAT	
  
!  Flat	
  Address	
  Space	
  (“flat”)	
  instrucIons	
  are	
  new	
  for	
  Radeon™	
  R9-­‐290X	
  and	
  allow	
  read/write/
atomic	
  access	
  to	
  a	
  generic	
  memory	
  address	
  pointer	
  which	
  can	
  resolve	
  to	
  any	
  of	
  the	
  following	
  
physical	
  memories:	
  
!  Global	
  memory	
  	
  
!  Scratch	
  (“private”)	
  
!  LDS	
  (“shared”)	
  
!  Invalid	
  -­‐	
  MEM_VIOL	
  TrapStatus	
  	
  
!  Device	
  Flat(Generic)	
  64b/32b	
  Addressing	
  mode	
  support	
  
‒  FLAT	
  instrucIons	
  support	
  both	
  64	
  and	
  32-­‐bit	
  addressing.	
  	
  The	
  address	
  size	
  is	
  set	
  via	
  a	
  mode	
  register	
  
(“PTR32”)	
  and	
  a	
  local	
  copy	
  of	
  the	
  value	
  is	
  stored	
  per	
  wave.	
  
‒  The	
  state	
  addresses	
  for	
  the	
  aperture	
  check	
  differ	
  in	
  32	
  and	
  64-­‐bit	
  mode	
  	
  
6	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  

COMPUTE	
  UNIT	
  

LDS	
  OPERATIONS	
  

! New	
  Local	
  Data	
  Share	
  Memory	
  OperaIons	
  
‒ F32	
  Min/Max/Compare	
  Swap	
  
‒ Full	
  complement	
  of	
  LDS	
  remote	
  atomic	
  op	
  with	
  shared	
  memory	
  dual	
  source	
  
operands	
  
‒ LDS[Dst]	
  =	
  LDS[addr0]	
  op	
  LDS[addr1];	
  
‒ Fast	
  remote	
  reducIon	
  operaIons	
  for	
  arithmeIc,	
  logical,	
  Min/Max	
  F32	
  

‒ Read/Write	
  Exchange	
  	
  96b/128b	
  	
  

7	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  

GCN	
  MEDIA	
  PROCESSING	
  

!  SAD = Sum of Absolute Differences
!  Critical to many video & image processing algorithms
‒ 
‒ 
‒ 
‒ 
‒ 

Motion detection
Gesture recognition
Video & image search
Stereo depth extraction
Computer vision

!  SAD (4x1) and QSAD (4 4x1) instructions
‒  QSAD combines SAD with alignment ops for higher performance
and reduced power draw
‒  Evaluate up to 256 pixels per CU per clock cycle!

MEDIA	
  INSTRUCTIONS	
  
Closest	
  match	
  

SAD	
  =	
  
SAD	
  =	
  22	
  
22	
  

SAD	
  =	
  
59	
  

SAD	
  =	
  
58	
  

SAD	
  =	
  
45	
  

!  Maskable MQSAD instruction
‒  Allows background pixels to be ignored
‒  Accelerated isolation of moving objects

!  New : 32 bit destination accumulator register

‒ SAD/QSAD/MQSAD U32/U16 accumulators with
saturation
8	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

AMD	
  Radeon™	
  R9	
  290x	
  can	
  evaluate	
  

11.26	
  Terapixels/sec	
  *	
  

*	
  Peak	
  theoreIcal	
  performance	
  for	
  8-­‐bit	
  integer	
  pixels	
  
RADEON™	
  R9	
  290X	
  
Geometry Processor
Geometry
Assembler

Tessellator

Vertex
Assembler

GCN	
  FIXED	
  FUNCTION	
  ARCHITECTURE	
  
Geometry Processor
Geometry
Assembler

Tessellator

Vertex
Assembler

Geometry Processor
Geometry
Assembler

Tessellator

Vertex
Assembler

GEOMETRY	
  
Geometry Processor
Geometry
Assembler

Tessellator

Vertex
Assembler

! Updated Geometry Processor Units
–  Off-chip buffer management improved
–  Larger posion & parameter caches

TessellaIon	
  off	
  
n	
  
TessellaIon	
  
off	
  

! GS + Tessellation is faster than before…
! However… memory can still be the bottleneck!
–  Minimize the number of inputs and
outputs for best performance…
! Small GS expansions can be done within
LDS eliminating cache/memory traffic!
9	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

Image	
  from	
  Baulefield	
  3,	
  EA	
  DICE	
  

Process	
  and	
  rasterize	
  up	
  to	
  4	
  primives	
  per	
  clock	
  cycle	
  
RADEON™	
  R9	
  290X	
  

GCN	
  FIXED	
  FUNCTION	
  ARCHITECTURE	
   RENDER	
  BACK	
  ENDS	
  

!  Depth/Color/Stencil processing
conducted in the Render BackEnds (RBEs)
‒  4KB Depth Cache
‒ Up to 16 coverage samples

‒ 16KB Color Cache
‒ Up to 8 color samples

Z/Stencil ROPs

Color ROPs

Depth Cache

Color Cache

!  Radeon™ R9-290X fragment rates
‒ 64 – 64b pixels per cycle
‒ 256 Depth Test (Z) / Stencil Ops per
cycle

*
10	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

There are 16 RBEs on Radeon™ R9 290x	
  
RADEON™	
  R9	
  290X	
  

GCN	
  FIXED	
  FUNCTION	
  ARCHITECTURE	
  

RASTERIZER	
  

! There are 4 Geometry Processors on Radeon™ Radeon™ R9 290x
‒  Overall Primitive Rate = 4 prims per clock (ideal)

! There are 4 Rasterizers on Radeon™ R9 290x (4 triangles x 16 pixels = 64 pixels per clock)
‒  Each rasterizer can read in a single triangle per cycle, and write out up-to 16 pixels

! Caveat: tiny (e.g. sub-pixel) triangles can dramatically reduce PS efficiency
!  This can cause us to become raster-bound, unable to rasterize at peak-rate!
Command Processor

Geometry Processor
Geometry
Assembler

Tessellator

Vertex
Assembler

Geometry Processor
Geometry
Assembler

Tessellator

Geometry Processor

Vertex
Assembler

Geometry
Assembler

Tessellator

Vertex
Assembler

Geometry Processor
Geometry
Assembler

Tessellator

Vertex
Assembler

Compute Units

Rasterizer
Scan Converter

Hierarchical Z

Rasterizer
Scan Converter

Render Back-Ends

11	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

Hierarchical Z

Render Back-Ends

Rasterizer
Scan Converter

Hierarchical Z

Render Back-Ends

Rasterizer
Scan Converter

Hierarchical Z

Render Back-Ends
RADEON™	
  R9	
  290X	
  

GRAPHICS CORE NEXT
ARCHITECTURE

L2	
  &	
  MEMORY	
  INTERFACE	
  

1 MB L2 R/W CACHE
!  Upto16 - 64 KB L2 cache partition

L2 Cache

‒  Relative to AMD Radeon™ HD 7970 ASIC

‒ Additional 33% last level cache capacity
‒ Additional 33% internal fabric bandwidth
‒  Up to 1TB/s L2/L1 bandwidth @ 1GHz operation

!  High	
  density	
  interface	
  design	
  

Memory	
  Interface	
  

‒  512-­‐bit	
  memory	
  interface	
  occupies	
  ~20%	
  less	
  
area	
  than	
  the	
  384-­‐bit	
  memory	
  interface	
  uIlized	
  
on	
  the	
  AMD	
  Radeon™	
  HD	
  7970	
  ASIC	
  
‒  Over	
  20%	
  more	
  total	
  bandwidth	
  
‒  50%	
  increase	
  in	
  bandwidth	
  per	
  mm2	
  	
  

! 512-­‐bit	
  GDDR5	
  at	
  5.0	
  Gbps	
  
‒  320	
  GB/sec	
  memory	
  bandwidth	
  

64-bit Dual Channel
Memory Controller

64-bit Dual Channel
Memory Controller

64-bit Dual Channel
Memory Controller

12	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

64-bit Dual Channel
Memory Controller

64-bit Dual Channel
Memory Controller

64-bit Dual Channel
Memory Controller

64-bit Dual Channel
Memory Controller

64-bit Dual Channel
Memory Controller
Tiled Resources & Partially Resident Textures 	
  
! Enables application to manage more texture data than can physically fit in a fixed footprint
‒  Known as: Tiled Resources (Direct3D 11.2) and Partially Resident Textures (OpenGL 4.2)
‒  A.k.a. “Virtual texturing“ and “Sparse texturing”
! The principle behind PRT is that not all texture contents are likely to be needed at any given time
‒  Current render view may only require selected portions of a texture to be resident in memory
‒  Or, only selected MIPMap levels…
! PRT textures only have a portion of their data mapped into GPU-accessible memory at a time
‒  Texture data can be streamed in on-demand
‒  Texture sizes up-to 32TB (16k x 16k x 8k x 128-bit)
! All	
  Tier-­‐2	
  features	
  supported	
  in	
  Radeon™R9	
  –	
  290X	
  
‒  Shader	
  LOD	
  clamp	
  &	
  mapped	
  status	
  feedback	
  
‒  Reads	
  from	
  non-­‐mapped	
  Ile	
  returns	
  0	
  
‒  Min/max	
  reducIon	
  filtering	
  

! 

OpenGL extension –

GL_AMD_sparse_texture

13	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
GCN	
  COMPUTE	
  ARCHITECTURE	
  

RADEON™	
  R9	
  290X	
  

A NEW CONFIGURATION OF GCN FOR GAMMING AND COMPUTING
AMD Radeon™
HD 7970 GHz Edition

AMD Radeon™
R9 290X

Increase

Geometry Processing

2.1 billion primitives/sec

4 billion primitives/sec

1.9x

Compute

4.3 TFLOPS

5.6 TFLOPS

1.3x

Texture fill rate

134.4 Gtexels/sec

176 Gtexels/sec

1.3x

Pixel fill rate

33.6 Gpixels/sec

64 Gpixels/sec

1.9x

Peak Bandwidth

264 GB/sec

320 GB/sec

1.2x

Die area

352 mm2

438 mm2

1.24x

Peak GFLOPS/mm2

12.2

12.8

1.05x

14	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  

GCN	
  COMPUTE	
  ARCHITECTURE	
  

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GRAPHICS CORE NEXT

!  8 ASYNCHRONOUS COMPUTE ENGINES (ACE)
‒  Operate in parallel with Graphics CP
‒  Independent scheduling and work item dispatch
for efficient multi-tasking
‒  9 Devices with 64+ Command Queues!

‒  Fast work group boundary preemption
‒  Exposed in OpenCL™

!  Dual DMA engines
‒  Can saturate PCIe 3.0 x16 bus bandwidth (16 GB/
sec bidirectional)

15	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  

GCN	
  COMPUTE	
  ARCHITECTURE	
  

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GRAPHICS CORE NEXT

!  ACEs are responsible for compute shader
scheduling, synchronization & resource alloc
!  Each ACE fetches commands from cache or
memory
!  Tasks have a priority level for scheduling
‒  Background à Realtime
!  ACE dispatch tasks to shader engines as
resources permit
!  Tasks complete out-of-order, tracked by ACE
for correctness
!  Every cycle, an ACE can create a workgroup
and dispatch to the shader engines for round
robin for wave launch
16	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

‒  Policies:priorities/keep out/limits/reservations etc
RADEON™	
  R9	
  290X	
  

GCN	
  COMPUTE	
  ARCHITECTURE	
  

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GRAPHICS CORE NEXT

!  ACE are independent
‒  But, can synchronize and communicate
via Cache/Memory/GDS

!  ACE can form task graphs
‒ Individual tasks can have
dependencies on one another
‒  Can depend on another ACE
‒  Can depend on part of graphics pipe

!  ACE can control task switching
‒  Stop and Start tasks and dispatch
work to shader engines
17	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
RADEON™	
  R9	
  290X	
  

FUTURE	
  CS	
  CONCURRENT	
  MULTITHREADING	
  

! Ace	
  -­‐	
  Independent	
  virtual	
  engine,	
  enabling	
  true	
  GPU	
  MulIprocessor	
  operaIon	
  
! Operates	
  out	
  of	
  assigned	
  virtual	
  memory	
  	
  (All	
  commands,	
  instrucIons,	
  constants,	
  input,	
  output	
  memory	
  space)	
  
! Doorbell	
  hardware	
  feature	
  enables	
  architected	
  efficient	
  queue	
  write	
  pointer	
  update	
  

! Producer/Consumer	
  can	
  be	
  built	
  on	
  OpenCl™	
  and	
  advanced	
  HSA	
  	
  
! Footprint	
  limiIng	
  with	
  load	
  balancing	
  techniques	
  between	
  concurrent	
  compute	
  ACE	
  threads	
  
	
  

Spawn

Spawn

	
  

ACE F32

Per	
  WG	
  
Data	
  

Init

GDS

CS

18	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

Memory

ACE F32

Unified Shader

Intermediate
Data

Dispatch

Alloc

Dispatch

Input Data

Sync

Control
Data

Memory

CS
RADEON™	
  R9	
  290X	
  

GCN	
  COMPUTE	
  ARCHITECTURE	
  

A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING

GRAPHICS CORE NEXT

!  Focus in GPU hardware migrating
towards general-purpose compute
units
!  Radeon™R9 290x GCN-based ASICs
have advanced compute
‒  CP can dispatch compute
‒  ACE cannot dispatch graphics
!  Future will provide interactive compute
and graphics

19	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

! If you aren’t writing Compute Shaders,
you’re not getting the absolute most out
of modern GPUs
NEW	
  AMD	
  CROSSFIRE™	
  TECHNOLOGY	
  -­‐	
  XDMA	
  
! 	
  XDMA	
  is	
  a	
  modern	
  approach	
  to	
  negoIaIng	
  the	
  communicaIon	
  of	
  mulIple	
  GPUs	
  for	
  peak	
  gaming	
  
performance	
  with	
  the	
  ultra-­‐high-­‐resoluIon	
  displays	
  of	
  tomorrow	
  	
  
! 	
  Radeon™R9-­‐290X	
  includes	
  a	
  Hardware	
  DMA	
  engine	
  in	
  the	
  AMD	
  CrossFire™	
  composiIng	
  block	
  
‒  Designed	
  for	
  AMD	
  Eyefinity	
  and	
  UltraHD	
  resoluIons	
  via	
  DisplayPort™	
  
‒  Allows	
  for	
  direct	
  access	
  between	
  GPU	
  display	
  pipelines	
  over	
  PCI	
  Express®	
  
‒  No	
  external	
  connector	
  required	
  
‒  CompaIble	
  on	
  AMD	
  Catalyst™	
  frame	
  pacing	
  technologies	
  
‒  No	
  performance	
  penalty	
  versus	
  external	
  bridge	
  

20	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
SEPTEMBER

AMD EYEFINITY
TECHNOLOGY
2009

21	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
EYEFINITY 6
EDITION
2010
1

APRIL

22	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
OCTOBER

23	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

5X1 PORTRAIT
MODE
2011
HDMI® (WITH 4K)

DISPLAYPORT™ 1.2
DECEMBER

2011

FEBRUARY

2012

3840
3840

50”

2160

24	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

2160

32”
4K

THE GENERATIONAL LEAP

GAMERS HAVE BEEN
WAITING FOR

25	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

4X THE
RESOLUTION OF
1080p

1080p

SD
THE	
  FUTURE	
  OF	
  ULTRAHD	
  
!  We	
  believe	
  the	
  AMD	
  Radeon™	
  R9	
  290X	
  will	
  support	
  
future	
  third	
  type	
  of	
  UltraHD	
  display	
  that	
  feature	
  Single	
  
Stream	
  operaIon	
  at	
  60Hz	
  
!  This	
  product	
  is	
  ready	
  with	
  support	
  for	
  high	
  pixel	
  rates	
  up	
  
to	
  600	
  MHz,	
  and	
  will	
  validate	
  as	
  soon	
  as	
  the	
  monitors	
  are	
  
available	
  

3840

2160

26	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
BUILT FOR USER

FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS1

1 x DisplayPort™

with Multi-Stream Transport

1 x HDMI®
2 x Dual-Link DVI

27	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
HAVE 3 MATCHING
MONITORS?

USE ANY
THREE
OUTPUTS

28	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

2 x Dual-Link DVI

1 x HDMI®

x DisplayPort™
with Multi-Stream Transport
BUILT FOR USER

FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS

1 x DisplayPort™
with Multi-Stream Transport

1 x HDMI®
2 x Dual-Link DVI

29	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
BUILT FOR USER

FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS

1 x DisplayPort™
with Multi-Stream Transport

1 x HDMI®
2 x Dual-Link DVI

30	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
BUILT FOR USER

FLEXIBILITY
SUPPORT FOR UP TO 6 DISPLAYS

1 x DisplayPort™
with Multi-Stream Transport

1 x HDMI®
2 x Dual-Link DVI

31	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
GCN	
  MEDIA	
  PROCESSING	
  

AMD	
  TRUEAUDIO	
  

! 	
  TrueAudio	
  on	
  AMD	
  Radeon™	
  R9	
  290X	
  
	
  
! Dedicated	
  Audio	
  DSP	
  soluIon	
  for	
  game	
  sound	
  effects	
  
! 	
  Guaranteed	
  real-­‐Ime	
  performance	
  and	
  service	
  
! 	
  Programmable	
  pipeline	
  provides	
  arIsIc	
  freedom	
  to	
  game	
  audio	
  engineers	
  
! 	
  Intended	
  to	
  transform	
  game	
  audio	
  as	
  programmable	
  shaders	
  transformed	
  graphics	
  

32	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
3D	
  AUDIO	
  DONE	
  RIGHT	
  
Traditional Virtual Surround Sound
!  USB headset solutions provide processing
at the end of the pipeline

Virtual Surround with AMD TrueAudio Technology
!  Spatialization algorithm with 3D positional data
from game leads to more accurate 3D audio

‒  Software & Hardware solutions
Audio	
  
Assets	
  

USB	
  Audio	
  
Driver	
  

ApplicaIon	
  /	
  Game	
  

Unprocessed	
  	
  
Stereo	
  Sound	
  

Processed	
  
Stereo	
  Sound	
  

Audio
Middleware
Effects	
  &	
  Algorithms	
  

USB	
  

Absence of 3D positional data from
the game leads to “fake” 3D audio

33	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

ApplicaIon	
  /	
  Game	
  

AMD	
  
TRUEAUDIO	
  

AMD & GENAUDIO will bring
this experience to gamers
GCN	
  MEDIA	
  PROCESSING	
  

AMD	
  TRUEAUDIO	
  

SPATIALIZATION	
  /	
  3D	
  AUDIO	
  

REVERBS	
  

AUDIO/VOICE	
  STREAMS	
  

MASTERING	
  LIMITERS	
  

34	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
THE DRIVING FORCES BEHIND THE AMD
NEW GAME
CONSOLES

ULTRAHD
DISPLAYS

35	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

MULTI-MONITOR
GAMING

RADEON R9 290X
™

AUDIO
IMMERSION

NEXT GENERATION
GAMES
!  GS-4112 – Mantle: Empowering 3D Graphics Innovation
!  Keynote – Johan Andersson, Technical Director, EA
!  GS-4145 – Oxide on Mantle Adoption (Wed 5:00-5:45)

!  New low level programming
interface for PCs
!  Designed in collaboration with
top game developers
!  Lightweight driver that allows
direct access to GPU hardware
!  Compatible with DirectX® HLSL
for simplified porting

MANTLE
Graphics Applications

Mantle API
Mantle Driver
GCN

Works with all
Graphics Core
Next GPUs
PRODUCT SPECIFICATIONS

AMD RADEON™ R9 290X
Radeon™ R9 290X
Stream Processors

2,816

Engine Clock

Up to 1 GHz

Compute Performance

5.6 TFLOPS

Memory Configuration

4GB GDDR5 / 512-bit

Memory Speed
Power Connectors
PCI-E Standard

5.0 Gbps
1 x 6-pin, 1 x 8-pin
PCI-E 3.0

AMD TrueAudio Technology

Yes
DirectX 11.2
OpenGL 4.3
Mantle
®

API Support

37	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
THANK YOU
QUESTIONS?	

38	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
ABSTRACT	
  
In	
  this	
  talk,	
  details	
  about	
  how	
  the	
  unique	
  configuraIon	
  and	
  
features	
  of	
  the	
  new	
  Radeon™	
  R9-­‐290X	
  are	
  used	
  to	
  deliver	
  a	
  
new	
  level	
  of	
  experience	
  for	
  enthusiast	
  gamers.	
  	
  The	
  powerful	
  
Graphics	
  Core	
  Next	
  architecture	
  upgraded	
  to	
  drive	
  ULTRAHD	
  
4K	
  resoluIon	
  displays	
  or	
  mulIple	
  mulI-­‐monitor	
  configuraIons	
  
for	
  great	
  visual	
  effects.	
  	
  The	
  Radeon™	
  R9-­‐290X	
  is	
  equipped	
  
with	
  a	
  xDMA	
  engine	
  that	
  uIlizes	
  PCIE	
  for	
  all	
  communicaIon	
  
between	
  mulIple	
  GPUs	
  in	
  a	
  system	
  for	
  AMD	
  Crossfire™	
  
operaIons.	
  	
  This	
  soluIon	
  is	
  compaIble	
  with	
  our	
  latest	
  frame	
  
pacing	
  updates.	
  	
  The	
  Radeon™	
  R9-­‐290X	
  is	
  addiIonally	
  	
  coupled	
  
with	
  AMD’s	
  new	
  TRUEADIO	
  Technology	
  to	
  provide	
  a	
  hardware	
  
accelerated	
  programmable	
  audio	
  pipeline,	
  enabling	
  the	
  sound	
  
engineer	
  and	
  arIst	
  to	
  significantly	
  engage	
  a	
  parIcipant’s	
  sense	
  
of	
  sound	
  in	
  game	
  play.	
  

39	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  
DISCLAIMER	
  &	
  ATTRIBUTION	
  

The	
  informaIon	
  presented	
  in	
  this	
  document	
  is	
  for	
  informaIonal	
  purposes	
  only	
  and	
  may	
  contain	
  technical	
  inaccuracies,	
  omissions	
  and	
  typographical	
  errors.	
  
	
  
The	
  informaIon	
  contained	
  herein	
  is	
  subject	
  to	
  change	
  and	
  may	
  be	
  rendered	
  inaccurate	
  for	
  many	
  reasons,	
  including	
  but	
  not	
  limited	
  to	
  product	
  and	
  roadmap	
  
changes,	
  component	
  and	
  motherboard	
  version	
  changes,	
  new	
  model	
  and/or	
  product	
  releases,	
  product	
  differences	
  between	
  differing	
  manufacturers,	
  so~ware	
  
changes,	
  BIOS	
  flashes,	
  firmware	
  upgrades,	
  or	
  the	
  like.	
  AMD	
  assumes	
  no	
  obligaIon	
  to	
  update	
  or	
  otherwise	
  correct	
  or	
  revise	
  this	
  informaIon.	
  However,	
  AMD	
  
reserves	
  the	
  right	
  to	
  revise	
  this	
  informaIon	
  and	
  to	
  make	
  changes	
  from	
  Ime	
  to	
  Ime	
  to	
  the	
  content	
  hereof	
  without	
  obligaIon	
  of	
  AMD	
  to	
  noIfy	
  any	
  person	
  of	
  
such	
  revisions	
  or	
  changes.	
  
	
  
AMD	
  MAKES	
  NO	
  REPRESENTATIONS	
  OR	
  WARRANTIES	
  WITH	
  RESPECT	
  TO	
  THE	
  CONTENTS	
  HEREOF	
  AND	
  ASSUMES	
  NO	
  RESPONSIBILITY	
  FOR	
  ANY	
  
INACCURACIES,	
  ERRORS	
  OR	
  OMISSIONS	
  THAT	
  MAY	
  APPEAR	
  IN	
  THIS	
  INFORMATION.	
  
	
  
AMD	
  SPECIFICALLY	
  DISCLAIMS	
  ANY	
  IMPLIED	
  WARRANTIES	
  OF	
  MERCHANTABILITY	
  OR	
  FITNESS	
  FOR	
  ANY	
  PARTICULAR	
  PURPOSE.	
  IN	
  NO	
  EVENT	
  WILL	
  AMD	
  BE	
  
LIABLE	
  TO	
  ANY	
  PERSON	
  FOR	
  ANY	
  DIRECT,	
  INDIRECT,	
  SPECIAL	
  OR	
  OTHER	
  CONSEQUENTIAL	
  DAMAGES	
  ARISING	
  FROM	
  THE	
  USE	
  OF	
  ANY	
  INFORMATION	
  
CONTAINED	
  HEREIN,	
  EVEN	
  IF	
  AMD	
  IS	
  EXPRESSLY	
  ADVISED	
  OF	
  THE	
  POSSIBILITY	
  OF	
  SUCH	
  DAMAGES.	
  
	
  
ATTRIBUTION	
  
©	
  2013	
  Advanced	
  Micro	
  Devices,	
  Inc.	
  All	
  rights	
  reserved.	
  AMD,	
  the	
  AMD	
  Arrow	
  logo,	
  Radeon,	
  CrossFire,	
  Catalyst	
  and	
  combinaIons	
  thereof	
  are	
  trademarks	
  
of	
  Advanced	
  Micro	
  Devices,	
  Inc.	
  in	
  the	
  United	
  States	
  and/or	
  other	
  jurisdicIons.	
  PCI	
  Express	
  is	
  a	
  trademark	
  of	
  the	
  PCI-­‐SIG	
  CorporaIon	
  and	
  HDMI	
  is	
  a	
  
trademarks	
  of	
  HDMI	
  Licensing,	
  LLC.	
  	
  Other	
  names	
  are	
  for	
  informaIonal	
  purposes	
  only	
  and	
  may	
  be	
  trademarks	
  of	
  their	
  respecIve	
  owners.	
  
40	
   |	
  	
  	
  RADEON™	
  R9-­‐290X,	
  ONE	
  BIG	
  DGPU	
  |	
  	
  	
  NOV	
  2013	
  	
  	
  |	
  	
  	
  APU13	
  

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Big AMD Radeon R9-290X GPU Review

  • 1. AMD  RADEON™  R9-­‐290X,  ONE  BIG  DGPU   MIKE  MANTOR  –  MICHAEL.MANTOR@AMD.COM   GRAPHICS,  COMPUTE  &  VISUALIZATION  ARCHITECT  
  • 2. AMD  RADEON™  R9-­‐290X,  ONE  BIG  DGPU   A CONTINUED ERA OF GCN GRAPHICS & COMPUTE GCN Architecture Display Technologies Audio Technologies Specifications
  • 3. RADEON™  R9  290X   A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING GRAPHICS CORE NEXT ARCHITECTURE !  44  Compute  Units   !  4  Geometry  Processors   ‒  4  billion  primiIves/sec   !  64  Pixel  Output/Clock   ‒  64  Gpixels/sec  fill  rate   !  176  Texture  Units   ‒  176  Gtextured  pixels/sec   !  704  32b  Load/Store  Units   ‒  Up-­‐to  2.8  TB/sec  L1  bandwidth   !  1MB  R/W  L2  Cache   ‒  Up-­‐to  1  TB/sec  L2/L1  bandwidth   !  512-­‐bit  GDDR5  memory  interface   ‒  320  GB/sec  memory  bandwidth   !  New  AMD  CrossFire™  technology   !  AMD  TrueAudio  technology   !  6.2  billion  transistors   3   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   ‒  438  mm2 on  28nm  process  node  
  • 4. RADEON™  R9  290X   GRAPHICS CORE NEXT ARCHITECTURE SHADER  ENGINE   ! RADEON™  R9  290X   GCN GPU contains 4 Shader Engines ‒  Load balanced with each other ‒  Screen partitioning for pixel assignment ! A Shader Engine is a high level organizational unit containing: ‒  1 Geometry Processor (1 Primitive Per Cycle Throughput) ‒  1 Rasterizer ‒  1-11 CUs (Compute Units) ‒  Instruction I$ and constant K$ caches shared by up to 4 CU each ‒  4 RBEs (Render Back Ends) ‒  Up-to 16 – 64b pixels/cycle per Shader Engine ‒  Up-to 8 – 128b pixels/cycle per Shader Engine 4   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 5. RADEON™  R9  290X   Branch & Message Unit COMPUTE  UNIT   Scheduler Vector Registers (4x 64KB) Vector Units (4x SIMD-16) Local Data Share (64KB) Scalar Unit GRAPHICS CORE NEXT ARCHITECTURE Texture Filter Units (4) Scalar Registers (8KB) Texture Fetch Load / Store Units (16) L1 Cache (16KB) !  CU = Basic Building Block of GPU Computational Power ‒  44  compute  units  (2816  SP  IEEE  2008-­‐compliant  shaders)   ‒  Device  Flat    (Generic)  64b/32b  Addressing  support     ‒  Masked  Quad  Sum  of  Absolute  Difference  (MQSAD)  with  32b  AccumulaIon  and  SaturaIon   ‒  Precision  improvement  for  naIve  LOG/EXP  ops  to  1ULP   ‒  Packed  64Bb  pixel  color  exports  –  effecIvely  double  reorder  buffering  in  64b  pixel  processing  w/access  power  reducIon   ‒  New  Local  Data  Share  (LDS)  Memory  OperaIons   5   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 6. RADEON™  R9  290X   COMPUTE  UNIT   DEVICE  FLAT  ADDRESS   FLAT   !  Flat  Address  Space  (“flat”)  instrucIons  are  new  for  Radeon™  R9-­‐290X  and  allow  read/write/ atomic  access  to  a  generic  memory  address  pointer  which  can  resolve  to  any  of  the  following   physical  memories:   !  Global  memory     !  Scratch  (“private”)   !  LDS  (“shared”)   !  Invalid  -­‐  MEM_VIOL  TrapStatus     !  Device  Flat(Generic)  64b/32b  Addressing  mode  support   ‒  FLAT  instrucIons  support  both  64  and  32-­‐bit  addressing.    The  address  size  is  set  via  a  mode  register   (“PTR32”)  and  a  local  copy  of  the  value  is  stored  per  wave.   ‒  The  state  addresses  for  the  aperture  check  differ  in  32  and  64-­‐bit  mode     6   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 7. RADEON™  R9  290X   COMPUTE  UNIT   LDS  OPERATIONS   ! New  Local  Data  Share  Memory  OperaIons   ‒ F32  Min/Max/Compare  Swap   ‒ Full  complement  of  LDS  remote  atomic  op  with  shared  memory  dual  source   operands   ‒ LDS[Dst]  =  LDS[addr0]  op  LDS[addr1];   ‒ Fast  remote  reducIon  operaIons  for  arithmeIc,  logical,  Min/Max  F32   ‒ Read/Write  Exchange    96b/128b     7   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 8. RADEON™  R9  290X   GCN  MEDIA  PROCESSING   !  SAD = Sum of Absolute Differences !  Critical to many video & image processing algorithms ‒  ‒  ‒  ‒  ‒  Motion detection Gesture recognition Video & image search Stereo depth extraction Computer vision !  SAD (4x1) and QSAD (4 4x1) instructions ‒  QSAD combines SAD with alignment ops for higher performance and reduced power draw ‒  Evaluate up to 256 pixels per CU per clock cycle! MEDIA  INSTRUCTIONS   Closest  match   SAD  =   SAD  =  22   22   SAD  =   59   SAD  =   58   SAD  =   45   !  Maskable MQSAD instruction ‒  Allows background pixels to be ignored ‒  Accelerated isolation of moving objects !  New : 32 bit destination accumulator register ‒ SAD/QSAD/MQSAD U32/U16 accumulators with saturation 8   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   AMD  Radeon™  R9  290x  can  evaluate   11.26  Terapixels/sec  *   *  Peak  theoreIcal  performance  for  8-­‐bit  integer  pixels  
  • 9. RADEON™  R9  290X   Geometry Processor Geometry Assembler Tessellator Vertex Assembler GCN  FIXED  FUNCTION  ARCHITECTURE   Geometry Processor Geometry Assembler Tessellator Vertex Assembler Geometry Processor Geometry Assembler Tessellator Vertex Assembler GEOMETRY   Geometry Processor Geometry Assembler Tessellator Vertex Assembler ! Updated Geometry Processor Units –  Off-chip buffer management improved –  Larger posion & parameter caches TessellaIon  off   n   TessellaIon   off   ! GS + Tessellation is faster than before… ! However… memory can still be the bottleneck! –  Minimize the number of inputs and outputs for best performance… ! Small GS expansions can be done within LDS eliminating cache/memory traffic! 9   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   Image  from  Baulefield  3,  EA  DICE   Process  and  rasterize  up  to  4  primives  per  clock  cycle  
  • 10. RADEON™  R9  290X   GCN  FIXED  FUNCTION  ARCHITECTURE   RENDER  BACK  ENDS   !  Depth/Color/Stencil processing conducted in the Render BackEnds (RBEs) ‒  4KB Depth Cache ‒ Up to 16 coverage samples ‒ 16KB Color Cache ‒ Up to 8 color samples Z/Stencil ROPs Color ROPs Depth Cache Color Cache !  Radeon™ R9-290X fragment rates ‒ 64 – 64b pixels per cycle ‒ 256 Depth Test (Z) / Stencil Ops per cycle * 10   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   There are 16 RBEs on Radeon™ R9 290x  
  • 11. RADEON™  R9  290X   GCN  FIXED  FUNCTION  ARCHITECTURE   RASTERIZER   ! There are 4 Geometry Processors on Radeon™ Radeon™ R9 290x ‒  Overall Primitive Rate = 4 prims per clock (ideal) ! There are 4 Rasterizers on Radeon™ R9 290x (4 triangles x 16 pixels = 64 pixels per clock) ‒  Each rasterizer can read in a single triangle per cycle, and write out up-to 16 pixels ! Caveat: tiny (e.g. sub-pixel) triangles can dramatically reduce PS efficiency !  This can cause us to become raster-bound, unable to rasterize at peak-rate! Command Processor Geometry Processor Geometry Assembler Tessellator Vertex Assembler Geometry Processor Geometry Assembler Tessellator Geometry Processor Vertex Assembler Geometry Assembler Tessellator Vertex Assembler Geometry Processor Geometry Assembler Tessellator Vertex Assembler Compute Units Rasterizer Scan Converter Hierarchical Z Rasterizer Scan Converter Render Back-Ends 11   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   Hierarchical Z Render Back-Ends Rasterizer Scan Converter Hierarchical Z Render Back-Ends Rasterizer Scan Converter Hierarchical Z Render Back-Ends
  • 12. RADEON™  R9  290X   GRAPHICS CORE NEXT ARCHITECTURE L2  &  MEMORY  INTERFACE   1 MB L2 R/W CACHE !  Upto16 - 64 KB L2 cache partition L2 Cache ‒  Relative to AMD Radeon™ HD 7970 ASIC ‒ Additional 33% last level cache capacity ‒ Additional 33% internal fabric bandwidth ‒  Up to 1TB/s L2/L1 bandwidth @ 1GHz operation !  High  density  interface  design   Memory  Interface   ‒  512-­‐bit  memory  interface  occupies  ~20%  less   area  than  the  384-­‐bit  memory  interface  uIlized   on  the  AMD  Radeon™  HD  7970  ASIC   ‒  Over  20%  more  total  bandwidth   ‒  50%  increase  in  bandwidth  per  mm2     ! 512-­‐bit  GDDR5  at  5.0  Gbps   ‒  320  GB/sec  memory  bandwidth   64-bit Dual Channel Memory Controller 64-bit Dual Channel Memory Controller 64-bit Dual Channel Memory Controller 12   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   64-bit Dual Channel Memory Controller 64-bit Dual Channel Memory Controller 64-bit Dual Channel Memory Controller 64-bit Dual Channel Memory Controller 64-bit Dual Channel Memory Controller
  • 13. Tiled Resources & Partially Resident Textures   ! Enables application to manage more texture data than can physically fit in a fixed footprint ‒  Known as: Tiled Resources (Direct3D 11.2) and Partially Resident Textures (OpenGL 4.2) ‒  A.k.a. “Virtual texturing“ and “Sparse texturing” ! The principle behind PRT is that not all texture contents are likely to be needed at any given time ‒  Current render view may only require selected portions of a texture to be resident in memory ‒  Or, only selected MIPMap levels… ! PRT textures only have a portion of their data mapped into GPU-accessible memory at a time ‒  Texture data can be streamed in on-demand ‒  Texture sizes up-to 32TB (16k x 16k x 8k x 128-bit) ! All  Tier-­‐2  features  supported  in  Radeon™R9  –  290X   ‒  Shader  LOD  clamp  &  mapped  status  feedback   ‒  Reads  from  non-­‐mapped  Ile  returns  0   ‒  Min/max  reducIon  filtering   !  OpenGL extension – GL_AMD_sparse_texture 13   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 14. GCN  COMPUTE  ARCHITECTURE   RADEON™  R9  290X   A NEW CONFIGURATION OF GCN FOR GAMMING AND COMPUTING AMD Radeon™ HD 7970 GHz Edition AMD Radeon™ R9 290X Increase Geometry Processing 2.1 billion primitives/sec 4 billion primitives/sec 1.9x Compute 4.3 TFLOPS 5.6 TFLOPS 1.3x Texture fill rate 134.4 Gtexels/sec 176 Gtexels/sec 1.3x Pixel fill rate 33.6 Gpixels/sec 64 Gpixels/sec 1.9x Peak Bandwidth 264 GB/sec 320 GB/sec 1.2x Die area 352 mm2 438 mm2 1.24x Peak GFLOPS/mm2 12.2 12.8 1.05x 14   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 15. RADEON™  R9  290X   GCN  COMPUTE  ARCHITECTURE   A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING GRAPHICS CORE NEXT !  8 ASYNCHRONOUS COMPUTE ENGINES (ACE) ‒  Operate in parallel with Graphics CP ‒  Independent scheduling and work item dispatch for efficient multi-tasking ‒  9 Devices with 64+ Command Queues! ‒  Fast work group boundary preemption ‒  Exposed in OpenCL™ !  Dual DMA engines ‒  Can saturate PCIe 3.0 x16 bus bandwidth (16 GB/ sec bidirectional) 15   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 16. RADEON™  R9  290X   GCN  COMPUTE  ARCHITECTURE   A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING GRAPHICS CORE NEXT !  ACEs are responsible for compute shader scheduling, synchronization & resource alloc !  Each ACE fetches commands from cache or memory !  Tasks have a priority level for scheduling ‒  Background à Realtime !  ACE dispatch tasks to shader engines as resources permit !  Tasks complete out-of-order, tracked by ACE for correctness !  Every cycle, an ACE can create a workgroup and dispatch to the shader engines for round robin for wave launch 16   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   ‒  Policies:priorities/keep out/limits/reservations etc
  • 17. RADEON™  R9  290X   GCN  COMPUTE  ARCHITECTURE   A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING GRAPHICS CORE NEXT !  ACE are independent ‒  But, can synchronize and communicate via Cache/Memory/GDS !  ACE can form task graphs ‒ Individual tasks can have dependencies on one another ‒  Can depend on another ACE ‒  Can depend on part of graphics pipe !  ACE can control task switching ‒  Stop and Start tasks and dispatch work to shader engines 17   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 18. RADEON™  R9  290X   FUTURE  CS  CONCURRENT  MULTITHREADING   ! Ace  -­‐  Independent  virtual  engine,  enabling  true  GPU  MulIprocessor  operaIon   ! Operates  out  of  assigned  virtual  memory    (All  commands,  instrucIons,  constants,  input,  output  memory  space)   ! Doorbell  hardware  feature  enables  architected  efficient  queue  write  pointer  update   ! Producer/Consumer  can  be  built  on  OpenCl™  and  advanced  HSA     ! Footprint  limiIng  with  load  balancing  techniques  between  concurrent  compute  ACE  threads     Spawn Spawn   ACE F32 Per  WG   Data   Init GDS CS 18   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   Memory ACE F32 Unified Shader Intermediate Data Dispatch Alloc Dispatch Input Data Sync Control Data Memory CS
  • 19. RADEON™  R9  290X   GCN  COMPUTE  ARCHITECTURE   A NEW GPU DESIGN FOR A NEW ERA OF COMPUTING GRAPHICS CORE NEXT !  Focus in GPU hardware migrating towards general-purpose compute units !  Radeon™R9 290x GCN-based ASICs have advanced compute ‒  CP can dispatch compute ‒  ACE cannot dispatch graphics !  Future will provide interactive compute and graphics 19   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   ! If you aren’t writing Compute Shaders, you’re not getting the absolute most out of modern GPUs
  • 20. NEW  AMD  CROSSFIRE™  TECHNOLOGY  -­‐  XDMA   !   XDMA  is  a  modern  approach  to  negoIaIng  the  communicaIon  of  mulIple  GPUs  for  peak  gaming   performance  with  the  ultra-­‐high-­‐resoluIon  displays  of  tomorrow     !   Radeon™R9-­‐290X  includes  a  Hardware  DMA  engine  in  the  AMD  CrossFire™  composiIng  block   ‒  Designed  for  AMD  Eyefinity  and  UltraHD  resoluIons  via  DisplayPort™   ‒  Allows  for  direct  access  between  GPU  display  pipelines  over  PCI  Express®   ‒  No  external  connector  required   ‒  CompaIble  on  AMD  Catalyst™  frame  pacing  technologies   ‒  No  performance  penalty  versus  external  bridge   20   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 21. SEPTEMBER AMD EYEFINITY TECHNOLOGY 2009 21   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 22. EYEFINITY 6 EDITION 2010 1 APRIL 22   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 23. OCTOBER 23   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   5X1 PORTRAIT MODE 2011
  • 24. HDMI® (WITH 4K) DISPLAYPORT™ 1.2 DECEMBER 2011 FEBRUARY 2012 3840 3840 50” 2160 24   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   2160 32”
  • 25. 4K THE GENERATIONAL LEAP GAMERS HAVE BEEN WAITING FOR 25   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   4X THE RESOLUTION OF 1080p 1080p SD
  • 26. THE  FUTURE  OF  ULTRAHD   !  We  believe  the  AMD  Radeon™  R9  290X  will  support   future  third  type  of  UltraHD  display  that  feature  Single   Stream  operaIon  at  60Hz   !  This  product  is  ready  with  support  for  high  pixel  rates  up   to  600  MHz,  and  will  validate  as  soon  as  the  monitors  are   available   3840 2160 26   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 27. BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS1 1 x DisplayPort™ with Multi-Stream Transport 1 x HDMI® 2 x Dual-Link DVI 27   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 28. HAVE 3 MATCHING MONITORS? USE ANY THREE OUTPUTS 28   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   2 x Dual-Link DVI 1 x HDMI® x DisplayPort™ with Multi-Stream Transport
  • 29. BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS 1 x DisplayPort™ with Multi-Stream Transport 1 x HDMI® 2 x Dual-Link DVI 29   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 30. BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS 1 x DisplayPort™ with Multi-Stream Transport 1 x HDMI® 2 x Dual-Link DVI 30   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 31. BUILT FOR USER FLEXIBILITY SUPPORT FOR UP TO 6 DISPLAYS 1 x DisplayPort™ with Multi-Stream Transport 1 x HDMI® 2 x Dual-Link DVI 31   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 32. GCN  MEDIA  PROCESSING   AMD  TRUEAUDIO   !   TrueAudio  on  AMD  Radeon™  R9  290X     ! Dedicated  Audio  DSP  soluIon  for  game  sound  effects   !   Guaranteed  real-­‐Ime  performance  and  service   !   Programmable  pipeline  provides  arIsIc  freedom  to  game  audio  engineers   !   Intended  to  transform  game  audio  as  programmable  shaders  transformed  graphics   32   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 33. 3D  AUDIO  DONE  RIGHT   Traditional Virtual Surround Sound !  USB headset solutions provide processing at the end of the pipeline Virtual Surround with AMD TrueAudio Technology !  Spatialization algorithm with 3D positional data from game leads to more accurate 3D audio ‒  Software & Hardware solutions Audio   Assets   USB  Audio   Driver   ApplicaIon  /  Game   Unprocessed     Stereo  Sound   Processed   Stereo  Sound   Audio Middleware Effects  &  Algorithms   USB   Absence of 3D positional data from the game leads to “fake” 3D audio 33   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   ApplicaIon  /  Game   AMD   TRUEAUDIO   AMD & GENAUDIO will bring this experience to gamers
  • 34. GCN  MEDIA  PROCESSING   AMD  TRUEAUDIO   SPATIALIZATION  /  3D  AUDIO   REVERBS   AUDIO/VOICE  STREAMS   MASTERING  LIMITERS   34   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 35. THE DRIVING FORCES BEHIND THE AMD NEW GAME CONSOLES ULTRAHD DISPLAYS 35   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13   MULTI-MONITOR GAMING RADEON R9 290X ™ AUDIO IMMERSION NEXT GENERATION GAMES
  • 36. !  GS-4112 – Mantle: Empowering 3D Graphics Innovation !  Keynote – Johan Andersson, Technical Director, EA !  GS-4145 – Oxide on Mantle Adoption (Wed 5:00-5:45) !  New low level programming interface for PCs !  Designed in collaboration with top game developers !  Lightweight driver that allows direct access to GPU hardware !  Compatible with DirectX® HLSL for simplified porting MANTLE Graphics Applications Mantle API Mantle Driver GCN Works with all Graphics Core Next GPUs
  • 37. PRODUCT SPECIFICATIONS AMD RADEON™ R9 290X Radeon™ R9 290X Stream Processors 2,816 Engine Clock Up to 1 GHz Compute Performance 5.6 TFLOPS Memory Configuration 4GB GDDR5 / 512-bit Memory Speed Power Connectors PCI-E Standard 5.0 Gbps 1 x 6-pin, 1 x 8-pin PCI-E 3.0 AMD TrueAudio Technology Yes DirectX 11.2 OpenGL 4.3 Mantle ® API Support 37   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 38. THANK YOU QUESTIONS? 38   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 39. ABSTRACT   In  this  talk,  details  about  how  the  unique  configuraIon  and   features  of  the  new  Radeon™  R9-­‐290X  are  used  to  deliver  a   new  level  of  experience  for  enthusiast  gamers.    The  powerful   Graphics  Core  Next  architecture  upgraded  to  drive  ULTRAHD   4K  resoluIon  displays  or  mulIple  mulI-­‐monitor  configuraIons   for  great  visual  effects.    The  Radeon™  R9-­‐290X  is  equipped   with  a  xDMA  engine  that  uIlizes  PCIE  for  all  communicaIon   between  mulIple  GPUs  in  a  system  for  AMD  Crossfire™   operaIons.    This  soluIon  is  compaIble  with  our  latest  frame   pacing  updates.    The  Radeon™  R9-­‐290X  is  addiIonally    coupled   with  AMD’s  new  TRUEADIO  Technology  to  provide  a  hardware   accelerated  programmable  audio  pipeline,  enabling  the  sound   engineer  and  arIst  to  significantly  engage  a  parIcipant’s  sense   of  sound  in  game  play.   39   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13  
  • 40. DISCLAIMER  &  ATTRIBUTION   The  informaIon  presented  in  this  document  is  for  informaIonal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     The  informaIon  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap   changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  so~ware   changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obligaIon  to  update  or  otherwise  correct  or  revise  this  informaIon.  However,  AMD   reserves  the  right  to  revise  this  informaIon  and  to  make  changes  from  Ime  to  Ime  to  the  content  hereof  without  obligaIon  of  AMD  to  noIfy  any  person  of   such  revisions  or  changes.     AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE   LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION   CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   ©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo,  Radeon,  CrossFire,  Catalyst  and  combinaIons  thereof  are  trademarks   of  Advanced  Micro  Devices,  Inc.  in  the  United  States  and/or  other  jurisdicIons.  PCI  Express  is  a  trademark  of  the  PCI-­‐SIG  CorporaIon  and  HDMI  is  a   trademarks  of  HDMI  Licensing,  LLC.    Other  names  are  for  informaIonal  purposes  only  and  may  be  trademarks  of  their  respecIve  owners.   40   |      RADEON™  R9-­‐290X,  ONE  BIG  DGPU  |      NOV  2013      |      APU13