Abstract
We present and evaluate the TILA-rin GPU microarchitecture for embedded systems using the ATTILA GPU simulation framework. We use a trace from an execution of the Unreal Tournament 2004 PC game to eval uate and compare the performance of the proposed embedded GPU against a baseline GPU architecture for the PC. We evaluate the different elements that have been removed from the baseline GPU architecture to accommodate the architecture to the restricted power, bandwidth and area budgets of em bedded systems. The unified shader architecture we present processes verti ces, triangles and fragments in a single processing unit saving space and re ducing hardware complexity. The proposed embedded GPU architecture sustains 20 frames per second on the selected UT 2004 trace.
This work has been supported by the Ministry of Science and Technology of Spain and the European Union (FEDER funds) under contracts TIC2001-0995-C02-01 and TIN2004-07739-C02-01.
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Moya, V., González, C., Roca, J., Fernández, A., Espasa, R. (2005). A Single (Unified) Shader GPU Microarchitecture for Embedded Systems. In: Conte, T., Navarro, N., Hwu, Wm.W., Valero, M., Ungerer, T. (eds) High Performance Embedded Architectures and Compilers. HiPEAC 2005. Lecture Notes in Computer Science, vol 3793. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11587514_19
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DOI: https://doi.org/10.1007/11587514_19
Publisher Name: Springer, Berlin, Heidelberg
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