@rygorous@mastodon.gamedev.place
Post #2409972
2025-09-09 05:41 UTC
Replies (3)
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@camelcdr@tech.lgbt 2025-09-09 17:12
@rygorous@mastodon.gamedev.place @JamesWidman@mastodon.social You have to decouple the decoders or do more fancy things in the icache once you are that wide anyways. The average instructions/taken branch integer workloads is 10-15 and that's (presumably) the good case. https://lists.riscv.org/g/tech-profiles/attachment/353/0/RISCV-20231004-C.pdf
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@wren6991@types.pl 2025-09-09 19:13
@rygorous@mastodon.gamedev.place @JamesWidman@mastodon.social How does the clustered decoder stuff actually get more parallelism for single-threaded execution? Are they getting the offsets of the three-instruction bundles from the BTB? Decoding the instruction boundaries on cache fill? Maybe just having the decoder clusters work on different basic blocks from different links in the prediction chain so that they're not dependent on each other's length decode? I've never found any useful details on this online
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@unnick@booping.synth.download 2025-09-09 21:55
@rygorous@mastodon.gamedev.place @JamesWidman@mastodon.social why do the big x86 cores not do this (yet)? is it because uop caching is good enough for those?