←back to thread

128 points ksec | 1 comments | | HN request time: 0s | source
Show context
dragontamer ◴[] No.42751521[source]
Triple decoder is one unique effect. The fact that Intel managed to get them lined up for small loops to do 9x effective instruction issue is basically miraculous IMO. Very well done.

Another unique effect is L2 shared between 4 cores. This means that thread communications across those 4 cores has much lower latencies.

I've had lots of debates with people online about this design vs Hyperthreading. It seems like the overall discovery from Intel is that highly threaded tasks use less resources (cache, ROPs, etc. etc).

Big cores (P cores or AMD Zen5) obviously can split into 2 hyperthread, but what if that division is still too big? E cores are 4 threads of support in roughly the same space as 1 Pcore.

This is because L2 cache is shared/consolidated, and other resources (ROP buffers, register files, etc. etc.) are just all so much smaller on the Ecore.

It's an interesting design. I'd still think that growing the cores to 4way SMT (like Xeon Phi) or 8way SMT (POWER10) would be a more conventional way to split up resources though. But obviously I don't work at Intel or can make these kinds of decisions.

replies(8): >>42751667 #>>42751930 #>>42752001 #>>42752140 #>>42752196 #>>42752200 #>>42753025 #>>42753142 #
01HNNWZ0MV43FF ◴[] No.42751667[source]
> It seems like the overall discovery from Intel is that highly threaded tasks use less resources (cache, ROPs, etc. etc).

Does that mean if I can take a single-threaded program and split it into multiple threads, it might use less power? I have been telling myself that the only reason to use threads is to get more CPU power or to call blocking APIs. If they're actually more power-efficient, that would change how I weigh threads vs. async

replies(1): >>42751756 #
dragontamer ◴[] No.42751756[source]
Not... quite. I think you've got the cause-and-effect backwards.

Programmers who happen to write multiple-threaded programs don't need powerful cores, they want more cores. A Blender programmer calculating cloth physics would rather have 4x weaker cores than 1x P-core.

Programmers who happen to write powerful singled-threaded programs need powerful cores. For example, AMD's "X3D" line of CPUs famously have 96MB of L3 cache, and video games that are on these very-powerful cores have much better performance.

Its not "Programmers should change their code to fit the machine". From Intel's perspective, CPU designers should change their core designs to match the different kinds of programmers. Single-threaded (or low-thread) programmers... largely represented by the Video Game programmers... want P-cores. But not very much of them.

Multithreaded programmers... represented by Graphics and a few others... want E-cores. Splitting a P-core into "only" 2 threads is not sufficient, they want 4x or even 8x more cores. Because there's multiple communities of programmers out there, dedicating design teams to creating entirely different cores is a worthwhile endeavor.

--------

> Does that mean if I can take a single-threaded program and split it into multiple threads, it might use less power? I have been telling myself that the only reason to use threads is to get more CPU power or to call blocking APIs. If they're actually more power-efficient, that would change how I weigh threads vs. async

Power-efficiency is going to be incredibly difficult moving forward.

It should be noted that E-cores are not very power-efficient though. They're area efficient, IE Cheaper for Intel to make. Intel can sell 4x as many E-cores for roughly the same price/area as 1x P-core.

E-cores are cost-efficient cores. I think they happen to use slightly less power, but I'm not convinced that power-efficiency is their particular design goal.

If your code benefits from cache (ie: big cores), its probable that the lowest power-cost would be to run on large caches (like P-cores or Zen5 or Zen5 X3D). Communicating with RAM is always more power than just communicating with caches after all.

If your code does NOT benefit from cache (ie: Blender regularly has 100GB+ scenes for complex movies), then all of those spare resources on P-cores are useless, as nothing fits anyway and the core will be spending almost all of its time waiting on RAM to do anything. So the E-core will be more power efficient in this case.

replies(3): >>42752304 #>>42752572 #>>42753201 #
delusional ◴[] No.42752304[source]
> A Blender programmer calculating cloth physics would rather have 4x weaker cores than 1x P-core.

Is this true? In most of my work I'd usually rather have a single serializable thread of execution. Any parallelism usually comes with added overhead of synchronization, and added mental overhead of having to think about parallel execution. If I could freely pick between 4 IPC worth of single core or 1 IPC per core with 4 cores I'd pretty much always pick a single core. The catch is that we're usually not trading like for like. Meaning I can get 3 IPC worth of single core or 4 IPC spread over 4 cores. Now I suddenly have to weigh the overhead and analyze my options.

Would you ever rather have multiple cores or an equivalent single core? Intuitively it feels like there's some mathematics here.

replies(4): >>42752461 #>>42752483 #>>42752747 #>>42753421 #
1. dragontamer ◴[] No.42753421{3}[source]
E-cores can typically execute ~4-instructions per clock tick in highly optimized code.

P-cores go up to like... 6-instructions. Better yes, but not dramatically better. The real issue is that P-cores have far more resources than E-cores: deeper reorder buffers to perform more out-of-order execution. Deeper branch prediction, more register files, larger caches, etc. etc.

So P-cores should be hitting the max of 6-instructions per clock tick on more kinds of code. E-cores have much smaller caches (and other resources) so they'll run out and start stalling out to memory-limitations, which is like 0.1 instructions per clock tick or slower.

----------

But guess what? If a fancy P-core is memory-bound (like a lot of Blender code, due to the large-scale dozens+ GBs nature of modern 3d scenes), then those fancy P-cores run out of resources and are 0.1 IPC as well.

If both P-cores and E-cores are stalled out waiting on memory, you'd rather have 32x E-Cores all executing at 0.1 IPC, rather than only 8x P-cores executing at 0.1 IPC.

Its going to be a complex world moving forward: modern CPUs are growing far more complex and its not clear what the tradeoffs will be. But this reality of E-core and P-cores stalling out and waiting on memory is just how modern code works in too many cases.

And remember, its 4x E-cores are equivalent in area/costs to 1x P-core. So there's no contest in terms of overall instructions-per-second for E-core vs P-cores. The E-cores simply are better, even if the individual threads run slower.