This document thoroughly explains the M1 and M2 GPU architectures, focusing on GPGPU performance. Details include latencies for each ALU assembly instruction, cache sizes, and the number of unique instruction pipelines. This document enables evidence-based reasoning about performance on the Apple GPU, helping people diagnose bottlenecks in real-world software. It also compares Apple silicon to generations of AMD and Nvidia microarchitectures, showing where it might exhibit different performance patterns. Finally, the document examines how Apple's design choices improve power efficiency compared to other vendors.
This repository also contains open-source benchmarking scripts. They allow anyone to reproduce and verify the author's claims about performance. A complementary library reports the hardware specifications of any Apple-designed GPU.
Table of Contents
- Overview
- On-Chip Memory
- Operations per Second
- ALU Bottlenecks
- ALU Layout
- Instruction Throughputs
- Nanite Atomics
- Ray Tracing Acceleration
- SIMD Futures
- Power Efficiency
- References
All of the data below deals exclusively with the GPU. The CPU cores have no relevance to the data below, and the tables don't contain any data about CPU core count. Please do not open an issue refuting the core count statistics. They are correct.
- GPU cores are identical to CPU cores, in both transistor count and I/O bus width.
- They only differ in compute power. A single GPU core has ~1/3 the frequency and ~8x the parallelism.
- Multiply these together, and you figure out a GPU core is roughly ~2.67x more powerful than a CPU core. Assuming it reaches 100% ALU utilization, which is rarely the case.
- On bandwidth bound tasks, the GPU has no advantage over the CPU. Because its I/O bus width is the same (32 bytes). The 8x increase in parallelism (within the core) cannot help when the bottleneck is core I/O (outside the core).*
- It's unfortunate that most vendors don't call a core a "core".
- Nvidia: "core" when it's ARM architecture, but "SM" when it's Ampere architecture.
- AMD: "core" when it's x86 architecture, but "1/2 WGP" when it's RDNA architecture.
- Intel: "core" when it's x86 architecture, but "Xe core(?)" when it's Arc Alchemist architecture.
- Only Apple calls CPU cores and GPU cores what they are. Cores.
- Pieces of silicon die spanning ~2 mm^2 (or whatever the correct measurement is).
- Pieces of silicon die spanning ~512 KB of registers/L1 and 32 bytes/cycle of L2 bandwidth.
- Out-of-order processors with a SIMD vector execution width of 128–1024 bits and ~4 vector pipelines running simultaneously.
*GPUs have higher arithmetic intensity, because to reach full utilization, you need ~8x more computations per byte transfer. Most algorithms fail to achieve such extremely high A.I.
- Notable exceptions are matrix multiplication and ray tracing. This is why GPUs are frequently used for AI (A.I. - arithmetic intensity - get it?) and real-time rendering.
- Molecular mechanical methods have excellent arithmetic intensity, especially for nonbonded forces (the higher the cutoff, the higher the calculations/atom). This repository was originally created to fix bottlenecks with Apple GPUs in OpenMM. The author has since moved on to considering custom MM simulators written from scratch, because they are so easy to code.
- Quantum mechanical methods are poorly suited for GPUs. Cheap methods like atomic-orbital tight-binding lack enough parallelism (AMX coprocessor on the CPU comes in handy though). Expensive methods like parameter-free ab initio (wavelets, real-space with adaptive mesh refinement) are bandwidth bound. The author read ~1000 pages of ab initio literature to understand how it works, and gave up because it's too complex to code.
- Algorithms with the highest arithmetic intensity are often the easiest to code. Super complex software stacks rarely work with GPUs. Many are only possible with Nvidia's highly proprietary CUDA (nvfortran, cuLitho, GAUSSIAN 2016) and the performance is worse than advertised. Don't be discouraged by niche use cases enabled with the CUDA/HIP ecosystem. Be able to write the GPU shader from scratch, on whatever API works for your GPU architecture. Otherwise don't use the software at all.
Legend:
- GPU: the Apple GPU being described
- P = Pro
- M = Max
- U = Ultra
- Gen: the generation/
MTLGPUFamily
, read as "Apple (insert the number)" - GHz: clock frequency in billions of Hz
- Cores: number of independent processors
- GOPS32: billions of FLOPS with Float32
- GOPS16: billions of FLOPS with Float16
- GIPS: billions of shader instructions per second, in either F16 or I32
- L2 $: level-2 data cache in KB
- Dash = unknown
- L3 $: level-3 data cache in MB
GPU | Gen | GHz | Cores | GOPS32 | GOPS16 | GIPS | L2 $ | L3 $ |
---|---|---|---|---|---|---|---|---|
A7 | 1 | 0.450 | 4 | 115 | 230 | 115 | - | 4M |
A8 | 2 | 0.533 | 4 | 136 | 273 | 136 | - | 4M |
A9 | 3 | 0.650 | 6 | 250 | 499 | 250 | - | 4M |
A9X | 3 | 0.650 | 12 | 499 | 998 | 499 | - | 0 |
A10 | 3 | 0.900 | 6 | 346 | 691 | 346 | - | 4M |
A10X | 3 | 1.000 | 12 | 768 | 1536 | 768 | - | 0 |
A11 | 4 | 1.066 | 3 | 409 | 819 | 409 | - | 4M |
A12 | 5 | 1.128 | 4 | 578 | 1155 | 578 | - | 8M |
A12Z | 5 | 1.128 | 8 | 1155 | 2310 | 1155 | - | 8M |
A13 | 6 | 1.230 | 4 | 630 | 1260 | 630 | - | 16M |
A14 | 7 | 1.278 | 4 | 654 | 1309 | 654 | - | 16M |
M1 | 7 | 1.278 | 8 | 2617 | 2617 | 1309 | 768K | 8M |
M1P | 7 | 1.296 | 16 | 5308 | 5308 | 2654 | 256K | 24M |
M1M | 7 | 1.296 | 32 | 10617 | 10617 | 5308 | 512K | 48M |
M1U | 7 | 1.296 | 64 | 21233 | 21233 | 10617 | 1M | 96M |
A15 | 8 | 1.338 | 5 | 1713 | 1713 | 856 | - | 32M |
M2 | 8 | 1.398 | 10 | 3579 | 3579 | 1789 | ~1.5M | 8M |
M2P | 8 | 1.398 | 19 | 6800 | 6800 | 3400 | ~512K | 24M |
M2M | 8 | 1.398 | 38 | 13600 | 13600 | 6800 | ~1M | 48M |
A16 | 8 | ~1.398 | 5 | ~1789 | ~1789 | ~895 | - | 24M |
Per Core | Apple 7, 8 | Intel Gen9 | Vega | RDNA 1, 2 | RDNA 3 | Pascal | Turing | Ampere, Ada |
---|---|---|---|---|---|---|---|---|
Max Threads | 384-3072 | 448-1792 | 256-2560 | 256-2048* | 384-2048 | 256-2048 | 256-1024 | 256-1536 |
Register File | ~208 KB | 224 KB | 256 KB | 256 KB | 384 KB | 256 KB | 256 KB | 256 KB |
Shared Memory | ~60 KB | 64 KB | 64 KB | 64 KB | 64 KB | 96 KB | 32-64 KB | 8-100 KB |
Instruction Cache | 12 KB | TBD | 32 KB | 32 KB | 32 KB | 8 KB | 12 KB | 32 KB |
Data Cache | 8 KB | 512 KB | 16 KB | 32 KB | 32 KB | 24-48 KB | 32-64 KB | 28-120 KB |
Shared Bank Size | TBD | 4 B | 4 B | 4 B | 4 B | 4 B | 4 B | 4 B |
Shared Banks | TBD | 16 | 32 | 32 | 32 | 32 | 32 | 32 |
Global Cache Line | 128 B | 64 B | 64 B | 128 B | 128 B | 128 B | 128 B | 128 B |
Per Core | Apple 7, 8 | Intel Gen9 | Vega | RDNA 1, 2 | RDNA 3 | Pascal | Turing | Ampere, Ada |
---|---|---|---|---|---|---|---|---|
SIMD Shuffle BW/Cycle | 256 B | TBD | 128 B | 128 B | 128 B | 128 B | 128 B | 128 B |
Shared BW/Cycle | TBD | 64 B | 128 B | 128 B | 128 B | 128 B | 128 B | 128 B |
On-Core Data BW/Cycle | 64 B | 64 B | 64 B | 64 B | 64 B | 64 B | 64 B | 64 B |
On-GPU Data BW/Cycle | ~32 B | n/a | - | - | - | - | - | - |
SLC BW/Cycle** | ~15.4-19.8 B | - | - | ~9.3 B | ~22.1 B | n/a | n/a | n/a |
RAM BW/Cycle*** | ~7.7-9.9 B | - | - | ~2.8 B | ~4.0 B | - | - | - |
* 256-2560 on RDNA 1, 256-2048 on RDNA 2. The maximum, but not minimum, threads should be halved in wave32 mode.
** Ratio of last-level cache bandwidth to global memory bandwidth. This is independent of the number of GPU cores.
*** Using the RAM:GPU core ratio for the largest GPU with this architecture. For Apple silicon, the figures come from the more modern LPDDR5-based chips.
The A14 and M1 come from the Apple 7 GPU family. However, the A14 core has half the FP32 processing power. A few months before the M1 launched, Nvidia's Ampere GPUs doubled FP32 performance while keeping everything else constant. This event likely inspired Apple to take the same approach. It happened early enough in the chip design process for Apple to revise the M1 architecture, but probably not the A14. Or, an A14 prototype with double FP32 throughput consumed too much power or die area.
Future chips will likely retain the same ratio of F32:F16:I32 compute power (most vendors recently converged on 256 FP32 OPs/clock). The microarchitecture may become mostly "frozen" as Moore's Law grinds to a halt. Future improvements will include hardware-accelerated ray tracing, but probably not tensor cores. Apple's "tensor core" is the simdgroup_matrix
instruction, which decreases register pressure and improves ALU utilization in existing FP32 pipelines. AI advancements could continue in the Neural Engine, such as FP8.
Per Core-Cycle | A14 | M1, A15 | Intel Gen9 | Vega | RDNA 1, 2 | RDNA 3 | Pascal | Turing | Ampere, Ada |
---|---|---|---|---|---|---|---|---|---|
F16 OPs (FMA) | 256 | 256 | 256 | 256 | 256 | 256 | 4 | 256 | 256 |
F32 OPs (FMA) | 128 | 256 | 128 | 128 | 128 | 256 | 256 | 128 | 256 |
F64 OPs (FMA) | ≤3.8e | ≤3.8e | 32 | 8 | 8 | 4 | 8 | 4 | 4 |
F16 Adds | 128 | 128 | 128 | 128 | 128 | 128 | 2 | 128 | ~128 |
F32 Adds | 64 | 128 | 64 | 64 | 64 | 128 | 128 | 64 | ~128 |
F64 Adds | ≤3.6e | ≤3.6e | 16 | 4 | 4 | 2 | 4 | 2 | 2 |
F32 Exp2 | 32 | 32 | TBD | 32 | 32 | ~32 | 32 | 16 | 16 |
F32 Recip | 21 | 21 | TBD | 32 | 32 | 25 | 32 | 16 | 16 |
F32 Rsqrt | 16 | 16 | TBD | 32 | 32 | 20 | 32 | 16 | 16 |
F32 Sine | 9 | 9 | TBD | 32 | 32 | TBD | 32 | 16 | 16 |
"e" means throughput of emulated IEEE-compliant FP59 (e11m48) - ADD at 1:36, MUL at 1:52, FMA at 1:68. It does not consider optimized dot product functions, which have higher throughput by spending less time unpacking mantissas. We can also sacrifice exponent bits (non-IEEE e8m48) to triple the throughput. Many GPUs emulate I64 arithmetic, so it also makes sense to report emulated F64 performance.
Per Core-Cycle | Apple 7, 8 | Vega | RDNA 1, 2 | RDNA 3 | Pascal | Turing | Ampere, Ada |
---|---|---|---|---|---|---|---|
I16 Adds | 128 | 128 | 128 | 128 | 128 | 128 | 64 |
I16 Muls | 32 | TBD | TBD | 128 | 128 | 32 | 64 |
I32 Adds | 128 | 64 | 64 | 64 | 64 | 128 | 64 |
I32 Muls | 32 | TBD | 16 | 16 | 16 | 32 | 64 |
I64 Adds | 32 | TBD | TBD | ~32 | 16 | 32 | ~32 |
I64 Muls | 8 | TBD | TBD | 4 | 4 | 8 | ~16 |
I32 Bitwise | 128 | TBD | 64 | 64 | 64 | 128 | 64 |
I32 Bitshift | 32 | TBD | 64 | ~64 | ~64 | 64 | 64 |
Per Core-Cycle | A11 - A13 | A14 | A15+, M1+ |
---|---|---|---|
Matrix FFMA8 | 0 | 0 | 0 |
Matrix FFMA16 | 83.7 | TBD | 102.5 |
Matrix FFMA32 | 43.6 | ~56.9 | 101.7 |
Matrix FFMA64 | 0 | 0 | 0 |
Matrix FFMA means floating-point throughput inside a matrix multiplication kernel. One FFMA is two computations.
In low-occupancy situations, or situations with heavy register dependencies, F16/I16 is significantly faster than F32/I32. For back-to-back dependent FMUL, there's a 0.84-cycle throughput penalty for a 32-bit register dependency (1.84 total). When switching to a 16-bit register, that's a 0.56-cycle throughput penalty (1.56 total). In a minimum-occupancy situation, combined latencies are 6.6 and 3.9 cycles. The gap widens to 11.3 vs 3.9 for low-occupancy FMA.
These tables reflect a sub-optimal shader setup. Later benchmarks reduced the absolute latency to 3 cycles (FFMA16, FADD32, FMUL32) and 6 cycles (FFMA32).
Tables for FMUL, FADD, IADD, FFMA
ILP | Occupancy | Instruction | F32/I32 Cycles | F16/I16 Cycles |
---|---|---|---|---|
1 | 4 simds/core | FMUL, FADD, IADD | 6.60 | 3.92 |
2 | 4 simds/core | FMUL, FADD, IADD | 5.59 | 2.49 |
3 | 4 simds/core | FMUL, FADD, IADD | 5.14 | 2.55 |
4 | 4 simds/core | FMUL, FADD, IADD | 2.86 | 1.78 |
1 | 8 simds/core | FMUL, FADD, IADD | 3.44 | 2.16 |
2 | 8 simds/core | FMUL, FADD, IADD | 3.08 | 1.46 |
3 | 8 simds/core | FMUL, FADD, IADD | 2.78 | 1.47 |
4 | 8 simds/core | FMUL, FADD, IADD | 1.58 | 1.26 |
1 | 88 simds/core | FMUL, FADD, IADD | 1.84 | 1.56 |
2 | 88 simds/core | FMUL, FADD, IADD | 1.73 | 1.05 |
3 | 88 simds/core | FMUL, FADD, IADD | 1.37 | 1.04 |
4 | 88 simds/core | FMUL, FADD, IADD | 1.01 | 1.02 |
ILP stands for instruction-level parallelism. It is the number of operations you could theoretically execute in parallel, on a superscalar processor.
ILP | Occupancy | Instruction | FP32 Cycles | FP16 Cycles |
---|---|---|---|---|
1 | 4 simds/core | FFMA | 11.34 | 3.94 |
2 | 4 simds/core | FFMA | 8.36 | 2.44 |
3 | 4 simds/core | FFMA | 4.46 | 2.55 |
4 | 4 simds/core | FFMA | 2.75 | 1.79 |
1 | 8 simds/core | FFMA | 5.71 | 2.15 |
2 | 8 simds/core | FFMA | 4.24 | 1.40 |
3 | 8 simds/core | FFMA | 2.75 | 1.47 |
4 | 8 simds/core | FFMA | 1.60 | 1.29 |
1 | 88 simds/core | FFMA | 1.99 | 1.56 |
2 | 88 simds/core | FFMA | 1.87 | 1.04 |
3 | 88 simds/core | FFMA | 1.35 | 1.04 |
4 | 88 simds/core | FFMA | 1.02 | 1.02 |
The graphs below depict scalar instructions per cycle across the entire compute unit. This metric relates to the reciprocal of amortized cycles/instruction (throughput). FADD, FMUL, FFMA, and IADD have the same latency/throughput characteristics. As long as FFMA is performed as (x * y) + y
, it will only have two register dependencies. In this situation only, it behaves similarly to FADD
.
Note that ALU utilization maxes out at 24 simds/core. This is also the lowest occupancy you can create by over-allocating registers. Apple would rather you spill to device memory than create chances to decrease ALU utilization. ALU utilization can be predicted reliably, just by scanning the instruction mix. This simplicity may help the GPU predict the minimum power needed to reach maximum performance.
Recently, someone pointed out a way to achieve 95% FP32 utilization with ILP=1. Perform a series of FFMAs in the form (x * x) + 1
. This doubles throughput compared to (e.g. (x * y) + 1
) because only one operand is live inside the register cache. The scheduler doesn't require extra bandwidth to fetch a y
value. The halving of bandwidth makes it behave like FP16 with two operands. My instruction throughput benchmarks looped with several pieces of data per thread, probably impossible to fit inside the register cache. I never tried single-operand benchmarks like (x + x)
, (x * x)
because the compiler always optimized them away.
Apple described each GPU core as having 128 ALUs. These generally correspond to all the pipelines necessary to sustain one scalar instruction/cycle. Integer pipelines process both I32 and U32 with the same latency. Most pipelines can accept 16-bit operands or write 16-bit results, with zero additional cost. The Apple GPU core has four schedulers, each dispatching one instruction from one simd (32 threads) per cycle. In real-world workloads, significant register cache bottlenecks mean it's best to pretend they have different modes:
- single-dispatching from 3 simds
- dual-dispatching from 2 simds
- quadruple-dispatching from 1 simd
Single-dispatching only occurs at ILP=1 for 16-bit data types. Dual-dispatching is the preferred approach at low occupancy and/or low ILP, and required to fully utilize FP16/I16. Many workloads can work fine in this mode; the complex pipeline runs one 32-wide instruction/simd every 4 cycles (one/2 simds every 2 cycles). That pipeline is over-saturated even at ILP=1, while SIMD shuffle bandwidth is perfectly saturated.
As a reminder, the additional 32-bit pipelines on Ampere/RDNA3 GPUs struggle to be fully utilized. Apple's dual-dispatch from 2 simds mode is a remnant of the PowerVR architecture. It could only execute F32 instructions at 2 IPC anyway, so what's the point in dispatching from 4 simds concurrently? This scheme prevents fully utilizing I32 instructions (except when ILP=4), but GPU workloads are predominantly F32. It failed spectacularly when F32 got upgraded to 4 IPC of compute power.
On A14, we either have separate F16 and F32 pipelines or rate-limited F32 pipelines. This reflects how Metal Frame Capture shows separate statistics for "F16 utilization" and "F32 utilization". It also reflects Apple's statement of "twice the F32 pipelines" in their A15 video. This scheme utilizes mixed-precision F16/F32 compute similar to RDNA 2 (the F32 pipelines provide half the total F16 power via emulation). We omit the A14 design for simplicity.
FP32, integer and conditional pipeline:
- Only one sub-pipeline simultaneously utilized.
- 4 cycles: F/IADD32 fusable with LSHIFT32(k=1-4)
- 4 cycles: F/ICMPSEL16, F/ICMPSEL32
- 4 cycles: BITWISE32
- 4 cycles: FMUL/FFMA16, FMUL/FFMA32
FP32, integer and conditional pipeline:
- Only one sub-pipeline simultaneously utilized.
- 4 cycles: F/IADD32 fusable with LSHIFT32(k=1-4)
- 4 cycles: F/ICMPSEL16, F/ICMPSEL32
- 4 cycles: BITWISE32
- 4 cycles: FMUL/FFMA16, FMUL/FFMA32
FP32, integer and conditional pipeline:
- Only one sub-pipeline simultaneously utilized.
- 4 cycles: F/IADD32 fusable with LSHIFT32(k=1-4)
- 4 cycles: F/ICMPSEL16, F/ICMPSEL32
- 4 cycles: BITWISE32
- 4 cycles: FMUL/FFMA16, FMUL/FFMA32
FP32, integer and conditional pipeline:
- Only one sub-pipeline simultaneously utilized.
- 4 cycles: F/IADD32 fusable with LSHIFT32(k=1-4)
- 4 cycles: F/ICMPSEL16, F/ICMPSEL32
- 4 cycles: BITWISE32
- 4 cycles: FMUL/FFMA16, FMUL/FFMA32
Integer and complex math pipeline:
- Only one sub-pipeline simultaneously utilized.
- 4 cycles: IMAD32*
- 4 cycles: LSHIFT32, BITEXTRACT32, BITREV32, POPCOUNT32
- 4 cycles: CONVERT(F->I), CONVERT(I->F), RINT, FRACT
- 4 cycles: EXP2, LOG2
- 6 cycles: RECIP
- 8 cycles: RSQRT
- 8 cycles: IMUL(32x32=64)
- 10 cycles: SIN_PT_1 + SIN_PT_2
* You might imagine a way to exceed 128 Int OPs/cycle/core. Issue an IMAD32, then 3 subsequent IADD32 instructions. That would be 5 adds/multiplies issued in 4 cycles (160/cycle/core). However, this scheme does not work in practice. Perhaps the add part of IMAD32 occupies one of the dedicated IADD32 pipelines.
Vocabulary Note: Concurrency means the number of times each pipeline's circuitry is physically duplicated. For example, a 4-cycle operation needs 4 pipelines/ALU to reach 1 cycle/instruction throughput.
Little's Law: Concurrency = Latency / Throughput
Cycles Throughput = Cycles Latency / (Pipelines/ALU)
The schematic above is imaginary. In reality, each ALU has a single 4-stage pipeline. Each "integer and conditional pipeline" above is one of 4 slots in the pipeline. Throughput benchmarks below show FADD and FFMA potentially taking 2 cycles, while FCMPSEL takes 4. This explains how FP16 FADD throughput at ILP=1 saturates at 8 simds/core (2/scheduler) and not 16 simds/core (4/scheduler). We could adjust the mental model to represent one very complex pipeline with different latencies for different instructions. Doing so will not change most performance patterns it predicts.
Nonetheless, it's helpful to understand whether hardware is being physically duplicated. The 4 FP32/I32 "integer and conditional pipeline" instances above (512/core) share a common multiplier (128/core), each taking a single cycle to multiply two mantissas. The "integer and complex math pipeline" instances (128/core) actually forward to a set of SFUs (special function units, 32/core). These accept instructions every cycle, but appear as 4 cycles because they're shared among schedulers. Very complex transcendental instructions (RECIP, SIN) have pipeline depths larger than 4 cycles. However, only 4 numbers can reside in the pipeline simultaneously. This makes them appear like 4 separate ALUs, each processing only one value simultaneously.
Throughput and latency are measured in cycles. If listed with a comma, throughputs were tested on multiple chips (A14, M1 Max). Latencies are recorded in two forms separated by a dash. First, half the best recorded throughput at 2 simds/core and ILP = 1. Second, the best recorded throughput at 4 simds/core and ILP = 1. The second is the most accurate. To find accurate latencies, benchmarks issue 250x the amount of work needed to fully occupy a core's register file.
Control group (calibration)
No Operations | Throughput | Virtual Repetitions |
---|---|---|
2-4 simds, 16-bit | ≥1.17 | 1440 |
2-4 simds, 16-bit | ≥2.34 | 720 |
2-4 simds, 16-bit | ≥4.68 | 360 |
2-4 simds, 16-bit | ≥7.02 | 240 |
2-4 simds, 16-bit | ≥14.04 | 120 |
2-4 simds, 32-bit | ≥1.27-1.70 | 1440 |
2-4 simds, 32-bit | ≥3.40 | 720 |
2-4 simds, 32-bit | ≥6.80 | 360 |
2-4 simds, 32-bit | ≥10.20 | 240 |
2-4 simds, 32-bit | ≥13.60 | 120 |
At a minimum, the numbers above should be subtracted from measured latencies. However, the original raw latencies will be presented in the tables.
Floating-point performance
Float Instruction | Throughput | Raw Latency | Adjusted Latency |
---|---|---|---|
FADD16 | 1, 1 | 2.97-3.33 | 2.16 |
FMUL16 | 1, 1 | 2.98-3.34 | 2.17 |
FFMA16 | 1, 1 | 2.97-3.35 | 2.18 |
FADD32 | 2, 1 | 3.50-3.90 | 2.20 |
FMUL32 | 2, 1 | 3.50-3.91 | 2.21 |
FFMA32 | 2, 1 | 3.50-3.91 | 2.21 |
CONVERT(F->I32) | 4 | 3.78-5.36 | 3.66 |
RINT32 | 4 | 3.78-5.36 | 3.66 |
TRUNC32 | 4 | TBD | ~4 |
RECIP16 | 6 | TBD | 6.50 |
RECIP32 | 6 | 5.80-8.20 | 6.50 |
RSQRT16 | 8, 8 | 7.11-9.78 | 8.61 |
RSQRT32 | 8, 8 | 7.13-10.69 | 8.99 |
Precise RSQRT32 | 8, 8 | 7.13-10.69 | 8.99 |
SIN_PT_1 | <10 | TBD | <10 |
SIN_PT_2 | <10 | TBD | <10 |
EXP2_16 | 4.00 | 5.38-5.79 | 4.62 |
LOG2_16 | 4.00 | 5.38-5.79 | 4.62 |
EXP2_32 | 4.00 | 5.38-6.01 | 4.31 |
LOG2_32 | 4.00 | 5.36-6.01 | 4.31 |
Precise EXP2_32 | 4.00 | 5.38-6.01 | 4.31 |
Precise LOG2_32 | 4.00 | 5.38-6.01 | 4.31 |
FMAX32 | 1, 1 | 6.11-6.44 | 4.74 |
FMIN32 | 1, 1 | 6.11-6.44 | 4.74 |
FCMPSEL16 | 1, 1 | 2.98-3.34 | 2.17 |
FCMPSEL32 | 1, 1 | 6.11-6.44 | 4.74 |
Instruction Sequence | Throughput | Raw Latency | Optimal Repetitions |
---|---|---|---|
CONVERT(F->I64) | 7.11 | 10.30-12.67 | 240 |
FRACT32 | 4.00 | 5.94-7.07 | 960 |
FREXP | TBD | TBD | TBD |
ROUND_INF | 8.18 | 20.98-21.38 | 240 |
FMEDIAN16 | 6.54 | 15.00-16.41 | 120-240 |
FMEDIAN32 | 3.65 | 9.20-10.86 | 360-480 |
DIV16 | 6.01 | 8.58-9.36 | 960 |
DIV32 | 6.01 | 7.62-8.90 | 960 |
SQRT16 | 8 | 9.56-10.74 | 960 |
SQRT32 | 8 | 8.57-11.13 | 960 |
SIN16 | 13.56 | 23.78-27.90 | 240 |
SINPI16 | 18.64 | 34.42-39.47 | 120-240 |
SIN32 | 14.28 | 23.04-27.35 | 240 |
COS32 | 14.28 | 23.04-27.35 | 240 |
SINPI32 | 25.03 | 52.58-56.44 | 48-72 |
EXPE_32 | 4.00 | 7.61-7.66 | 960 |
LOGE_32 | 4.00 | 7.61-7.66 | 960 |
EXP10_32 | 4.00 | 7.61-7.66 | 960 |
LOG10_32 | 4.00 | 7.61-7.66 | 960 |
Precise RECIP32 | 10.46 | 24.99-28.48 | 120 |
Precise DIV32 | ≤30.65 | TBD | 48 |
Precise SQRT32 | 15.03 | 34.27-37.12 | 72 |
Precise SIN32 | 24.39 | 224.42-225.66 | 240 |
Precise SINPI32 | 29.08 | 56.16-64.09 | 48 |
Instruction Sequence | Actual Instructions |
---|---|
DIV32 | RECIP32 + FMUL32 |
FRACT32 | TRUNC32 + FADD32 |
TRIG_REDUCE | FMUL32 + FRACT32 + FFMA32 |
SIN32 | TRIG_REDUCE + SIN_PT_1 + SIN_PT_2 |
COS32 | TRIG_REDUCE + SIN_PT_1 + SIN_PT_2 |
Integer performance
Int Instruction | Throughput | Raw Latency | Adjusted Latency |
---|---|---|---|
IADD16 | 1, 1 | 2.97-3.34 | 2.17 |
IMUL16 | 4, 4 | 4.20-5.39 | 3.69 |
IMAD16 | 4, 4 | 4.18-5.38 | 3.68 |
IMUL(16x16=32) | 4 | 4.14-5.56 | 3.86 |
IMAD((16x16=32)+32) | 4 | 4.34-5.67 | 3.97 |
IADD32 | 1, 1 | 3.51-3.91 | 2.21 |
IMUL32 | 4, 4 | 4.30-5.72 | 4.02 |
IMAD32 | 4, 4 | 4.30-5.72 | 4.02 |
IMULHI32 | 8.01 | 10.59-11.53 | 9.83 |
IMUL(32x32=64) | 8.01 | 10.59-11.54 | 9.84 |
IADDSAT32 | 1.02 | 3.53-3.92 | 2.75 |
BITEXTRACT32* | 4.01 | 4.30-5.72 | 4.02 |
BITINSERT32** | ≤4.42 | TBD | TBD |
BITWISE32 | 1.06 | TBD | TBD |
BITREV32 | 4.00 | 3.76-5.32 | 3.62 |
BITINTERLEAVE16 | 4 | TBD | TBD |
POPCOUNT32 | 4.00 | 3.76-5.32 | 3.62 |
IMAX32 | 1, 1 | 6.11-6.44 | 4.74 |
IMIN32 | 1, 1 | 6.11-6.44 | 4.74 |
ICMPSEL16 | 1, 1 | 2.98-3.34 | 2.17 |
ICMPSEL32 | 1, 1 | 6.11-6.44 | 4.74 |
* BITEXTRACT32 must extract a number of bits known at compile-time. Otherwise, throughput is 8 cycles. For BITINSERT32, the offset must be known at compile-time. Creating the offset dynamically worsens throughput to ~8 cycles. Creating the number of bits dynamically worsens throughput to ~12 cycles, regardless of how the offset is created.
** Based on results of the instruction sequence BITINSERT32 + ADD32, BITINSERT32 might not be a unique instruction. This conclusion conflicts with Dougall Johnson's G13 GPU reference. I cannot set up a proper benchmark without the compiler optimizing everything away.
Instruction Sequence | Throughput | Raw Latency | Optimal Repetitions |
---|---|---|---|
IMADHI16 | 4 | 6.23-7.29 | 720 |
BITWISE32 + ADD32 | 2.11 | 5.56-6.44 | 720 |
BITINSERT32 + ADD32 | 4.42 | 9.56-10.23 | 240-360 |
BITREV16 | 4 | 5.76-6.76 | 480 |
BITROTATE32 | 8.20 | 22.84-22.70 | 720-1440 |
RHADD16 | 4 | 15.65-16.42 | 480 |
RHADD32 | 6 | 18.96-20.89 | 240 |
CLZ32 | 4.05 | 7.67-9.33 | 480-960 |
LSHIFT32* | 4.01 | 5.56-6.74 | 720 |
RSHIFT32* | 7.89 | 10.80-12.19 | 720 |
ABSDIFF32 | 4.03 | 8.27-9.97 | 480-1440 |
IADD(32+32=64) | 3.07 | 6.89-7.86 | 480 |
IADD(64+32=64) | 3.30 | 9.63-9.78 | 360-480 |
IADD(64+64=64) | 4.68 | 10.01-11.62 | 360 |
IMUL(64x64=64) | 16.06 | 15.18-21.72 | 240 |
IMADHI32 | 8.01 | 9.04-11.61 | 720 |
IMAD((32x32=32)+64) | 4.80 | 11.21-12.26 | 360 |
IMAD((32x32=64)+64) | 8.03 | 19.04-19.85 | 720-960 |
IMAD((64x64=64)+64) | 16.58 | 21.32-25.94 | 180 |
IMULHI64 | 22.22 | 37.87-45.32 | ≤120 |
* When the shift amount is unknown at compile time, LSHIFT32 and RSHIFT32 appear like multi-instruction sequences according to the 12 KB instruction cache. I cannot specify a constant amount without the compiler optimizing it away.
Instruction Sequence | Actual Instructions |
---|---|
IMADHI16 | IMUL32 + REG_MOVE* |
IADD(32+32=64) | IADD32 + ICMPSEL32** + IMMEDIATE_MOVE32 |
IADD(64+32=64) | IADD32 + ICMPSEL32 + IADD32 |
IADD64 | IADD32 + ICMPSEL32 + IADD32 + IADD32 |
IMUL64 | ~6 instructions |
IMAD64 | ~8 instructions |
IMULHI64 | ≥12 instructions |
* Register move may be implemented through an instruction that adds zero.
** To check for overflow, you only need one integer comparison. The overflowed sum is always smaller than either input.
64-bit integer math
According to the Metal Feature Set Tables, the A11 and later have "64-bit integer math". The GPU takes 4 cycles to add two 64-bit integers, the same time it would take to emulate through 32-bit. The IADD64 operation interferes FADD32/IADD32 in the following way:
Throughput ≥ 4(number IADD64s) + 1(number IADD32s) + 1(number FADD32s)
The number of optimal repetitions is 360, instead of 1440 like native instructions. This strongly suggests that IADD64 occurs via emulation (4 instructions). However, IMUL64 utilizes specialized hardware. IMUL(32x32=64) takes 8 cycles and IMAD32 takes 4 cycles. An IMUL(64x64=64) can be accomplished through one IMUL(32x32=64) and two IMAD32 instructions, taking 16 cycles. The 8-cycle expanded multiplication is the "hardware acceleration" that makes IMUL64 faster than pure emulation. The GPU may also accelerate 64-bit bitshifts, but I have not tested this theory.
IMUL(32x32=64) only takes 8 cycles with the following Metal code. Do not explicitly split it into IMUL32 and IMULHI32, which takes 12 cycles. A 64-bit addition can also be fused into this multiply, at zero amortized cost.
// 12 cycles - don't do this.
ulong naive_mul32x32_64(uint x, uint y) {
uint lo = x * y;
uint hi = mulhi(x, y);
return as_type<ulong>(uint2(lo, hi));
}
// 8 cycles
ulong mul32x32_64(uint x, uint y) {
return ulong(x) * ulong(y);
}
// 12 cycles
ulong mul64x32_64(ulong x, uint y) {
return x * ulong(y);
}
// 16 cycles
ulong mul64x64_64(ulong x, ulong y) {
return x * y;
}
Mixed workload performance
Instruction Sequence | Throughput |
---|---|
4 FADD/FFMA/IADD16 | 4.12 |
4 FADD/FFMA/IADD32 | 4.12 |
2 IADD32 + 2 IADD16 | 4.16 |
2 FADD/FFMA32 + 2 FADD/FFMA16 | 4.16 |
IMUL/MAD16 + 3 FADD/FFMA/IADD16 | 4.84 |
IADD32 + 4 FADD16 | 5.16 |
IMUL32 + 4 FADD16 | 5.56 |
IMAD16 + 4 IADD16 | 5.88 |
IMAD32 + 4 IADD16 | 6.08 |
2 IMAD16 + 4 IADD16 | 9.68 |
2 IMAD32 + 4 IADD16 | 9.20 |
3 IMAD32 + 2 IADD16 | 12.00 |
IADD64 + 3 FADD32 | 7.36 |
IADD64 + 3 IADD32 | 7.32 |
IADD64 + 4 IADD16 | 8.96 |
2 IADD64 + 2 FADD32 | 15.20 |
2 IADD64 + 2 IADD32 | 15.24 |
IADD64 + 2 IADD32 + 2 IADD16 | 9.04 |
2 IMAD((32x32=32)+64=64) + 4 IADD16 | 13.04 |
2 IMUL32 + 4 IADD16 | 9.20 |
2 IMAD32 + 4 IADD16 | 9.20 |
IMAD32 + IMAD((32x32=32)+64) + 4 IADD16 | 11.16 |
IMAD((32x32=32)+64) + 4 IADD16 | 8.44 |
IADD64 + IMUL32 | 6.00 |
IADD64 + IMAD32 | 6.04 |
IADD64 + IMUL32 + LSHIFT32 | 10.36 |
The last entries clearly prove IADD64 runs (at least partially) concurrently to IMUL32. This is promising for FP64 emulation, allowing IMUL-heavy multiplications to run concurrently with IADD-heavy mantissa additions. However, the benefit may be dwarfed by bit shifts. These are required to properly align two mantissas before addition. Dynamic bit shifts take 4 cycles and run serially to IMUL. Luckily, the bottleneck in the complex-integer pipeline still leaves FP32 pipelines open to concurrent computation.
Instruction Sequence | Throughput |
---|---|
IMUL32 + IADD32 | 4.00 |
IMUL32 + 2 IADD32 | 4.12 |
IMUL32 + 3 IADD32 | 5.36 |
3 IMUL32 + IADD32 | 12.00 |
IMAD32 + IADD32 | 4.00 |
IMAD32 + 2 IADD32 | 4.12 |
IMAD32 + 3 IADD32 | 5.40 |
3 IMAD32 + IADD32 | 12.08 |
IMAD32 + LSHIFT32 | 8.02 |
IMUL32 + BITREV32 | 8.00 |
IMAD32 + BITREV32 | 8.00 |
IMAD32 + POPCOUNT32 | 8.00 |
IMUL32 + FMUL32 | 4.00 |
IMUL32 + 2 FMUL32 | 4.00 |
IMUL32 + 3 FMUL32 | 5.20 |
IMUL32 + BITWISE32 | 4.00 |
IMUL32 + FADD32 | 4.00 |
IMUL32 + FADD32 + BITWISE32 | 4.24 |
IMUL32 + RINT32 + FADD32 + BITWISE32 | 8.02 |
IMUL32 + FRACT32 + FADD32 + BITWISE32 | 8.22 |
IMUL32 + RINT32 + BITWISE32 | 8.02 |
RINT32 + BITWISE32 | 4.01 |
RINT32 + FRACT32 + 2 BITWISE32 | 8.02 |
RINT32 + LSHIFT32 + 2 BITWISE32 | 8.02 |
FRACT32 + LSHIFT32 + 2 BITWISE32 | 8.48 |
FRACT32 + LSHIFT32 + BITWISE32 | 8.08 |
FRACT32 + IMUL32 + BITWISE32 | 8.08 |
FRACT32 + BITREV32 + BITWISE32 | 8.04 |
FRACT32 + IADD32 + BITWISE32 | 4.88 |
RINT32 + IADD32 + BITWISE32 | 4.06 |
Instruction Sequence | Throughput |
---|---|
Fast EXP2_32 + LOG2_32 | 8.00 |
Fast EXP2_32 + FMUL32 | 4.02 |
Fast EXP2_32 + 2 FMUL32 | 4.08 |
Fast EXP2_32 + 3 FMUL32 | 5.20 |
Fast RECIP32 + FMUL32 | 6.04 |
Fast RECIP32 + 2 FMUL32 | 6.04 |
Fast RECIP32 + 3 FMUL32 | 6.16 |
Fast DIV32 + FMUL32 | 6.24 |
Fast DIV32 + 2 FMUL32 | 7.16 |
Fast DIV32 + 3 FMUL32 | 7.40 |
Fast EXP2_32 + IMUL32 | 9.94 |
Fast RSQRT32 + IMUL32 | 12.90 |
Fast RSQRT32 + LSHIFT32 | 12.90 |
Fast RSQRT32 + IADD32 | 8.02 |
Fast RSQRT32 + IADD(32+32=64) | 8.02 |
Fast RSQRT32 + IMUL(32x32=64) | 17.14 |
Fast RECIP32 + IMUL32 | 11.12 |
Fast RECIP32 + IMUL(32x32=64) | 15.60 |
Fast EXP2_32 + RSQRT32 | 10.85 |
Fast EXP2_32 + RECIP32 + 2 FFMA32 | 8.76 |
Fast RSQRT32 + RECIP32 | 10.86 |
Fast EXP2_32 + RSQRT32 + DIV32 | 16.08 |
Fast EXP2_32 + RSQRT32 + DIV32 + IMUL32 | 24.04 |
Fast DIV32 + IMUL32 | 11.14 |
Fast EXP2_32 + SIN32 | 19.58 |
Fast DIV_32 + SIN32 | 20.02 |
Fast RSQRT32 + SIN32 | 22.82 |
Fast SIN32 + FADD32 | 15.54 |
Fast RSQRT32 + DIV32 | 14.02 |
Fast EXP2_32 + DIV32 | 8.72 |
Fast LOG2_32 + DIV32 | 9.68 |
Fast EXP2_32 + RINT32 + FADD32 | 10.46 |
Intra-simd communication
SIMD Instruction | Throughput | Raw Latency | Adjusted Latency |
---|---|---|---|
BALLOT | 2.02 | 5.39-5.44 | 4.27 |
ICMP_BALLOT | 2.04 | 5.48-6.47 | 4.77 |
FCMP_BALLOT | 2.04 | 5.48-6.47 | 4.77 |
BROADCAST32 | 2.04 | 5.41-5.48 | 3.73 |
SHUFFLE_ROTATE32 | 2.04 | 5.41-5.47 | 3.72 |
SHUFFLE_NOROTATE32 | 2.04 | 5.41-5.48 | 3.73 |
SUM<F16> | 17.10 | 25.17-27.94 | 26.77 |
SUM<F32> | 14.54 | 25.95-29.25 | 27.55 |
SUM<I16> | 17.16 | 30.14-35.05 | 33.88 |
SUM<I32> | 16.64 | 28.07-34.27 | 32.57 |
PRODUCT<F16> | 17.11 | 26.21-27.99 | 26.82 |
PRODUCT<F32> | 14.65 | 26.14-29.26 | 27.56 |
BITWISE_REDUCE16 | 16.25 | 28.51-31.73 | 30.56 |
BITWISE_REDUCE32 | 14.53 | 25.62-29.49 | 27.79 |
PREFIX_ESUM<F32> | 11.57 | 20.07-23.63 | 21.93 |
PREFIX_ISUM<F32> | 12.60 | 23.91-25.96 | 24.26 |
PREFIX_ESUM<I32> | 11.75 | 20.51-23.80 | 22.10 |
PREFIX_ISUM<I32> | 13.01 | 23.05-26.48 | 24.78 |
PREFIX_EPROD<F32> | 11.57 | 20.07-23.63 | 21.93 |
PREFIX_IPROD<F32> | 12.60 | 23.91-25.96 | 24.26 |
MATMUL<8x8xF16> | ~17 | TBD | ~34 |
MATMUL<8x8xF32> | ~18 | TBD | ~36 |
Instruction Sequence | Throughput | Raw Latency | Optimal Repetitions |
---|---|---|---|
SHUFFLE_RANDOM_SAME32 | 28.25 | 41.06-50.85 | 120-480 |
SHUFFLE_RANDOM_DIFF32 | 32.32 | 45.49-55.27 | 72-240 |
PRODUCT<I16> | 20.51 | 111.23-139.28 | ≤24-240 |
PRODUCT<I32> | 20.42 | 120.33-124.89 | ≤24-360 |
Quad Instruction | Throughput | Raw Latency | Adjusted Latency |
---|---|---|---|
BROADCAST32 | 2.01 | 4.40-4.46 | 2.76 |
SHUFFLE_ROTATE32 | 2.01 | 4.39-4.45 | 2.77 |
SHUFFLE_DOWNUP32 | 2.01 | 4.39-4.45 | 2.77 |
SHUFFLE_RANDOM_SAME32 | 2.01 | 4.39-4.44 | 2.74 |
SHUFFLE_RANDOM_DIFF32 | 2.01 | 4.38-4.46 | 2.76 |
SUM<F16> | 9.04 | 12.97-14.72 | 13.55 |
SUM<F32> | 6.02 | 13.44-15.23 | 13.53 |
SUM<I16> | 9.17 | 14.45-17.43 | 16.26 |
SUM<I32> | 6.78 | 14.51-17.90 | 16.20 |
PRODUCT<F16> | 9.03 | 13.01-14.74 | 13.57 |
PRODUCT<F32> | 6.02 | 13.40-15.36 | 13.66 |
BITWISE_REDUCE16 | 6.25 | 14.45-17.44 | 16.27 |
BITWISE_REDUCE32 | 6.78 | 14.45-17.89 | 16.19 |
PREFIX_ESUM<F32> | 2.03 | 6.54-6.78 | 5.08 |
PREFIX_ISUM<F32> | 3.19 | 10.04-10.88 | 9.18 |
PREFIX_ESUM<I32> | 2.69 | 6.54-6.80 | 5.10 |
PREFIX_ISUM<I32> | 3.81 | 9.96-10.43 | 8.73 |
PREFIX_EPROD<F32> | 2.03 | 6.54-6.78 | 5.08 |
PREFIX_IPROD<F32> | 3.18 | 10.04-10.91 | 9.21 |
Instruction Sequence | Throughput | Raw Latency | Optimal Repetitions |
---|---|---|---|
BALLOT* | 3.02 | 6.79-6.88 | 720-1440 |
ICMP_BALLOT* | 3.01 | 13.24-13.63 | 720-1440 |
FCMP_BALLOT* | 3.01 | 13.24-13.63 | 720-1440 |
PRODUCT<I16> | 9.96 | 81.28-98.25 | ≤24 |
PRODUCT<I32> | 10.90 | 90.40-90.93 | ≤24 |
* Latency was best at 720 repetitions. Throughput was best at 1440 repetitions. Many genuine instruction sequences also have optimal throughput at more repetitions than latency. These are probably not genuine instruction sequences.
Apple plans for hardware features several years before they’re implemented. Apple may have added atomic UInt64 min/max precisely to get Nanite running on M2. In early 2020 they saw the UE5 demo and wanted AS to support it for the planned “Metal/Macs for gaming” focus. Then relations with Epic derailed (late 2020) but the chip design was already established.
This explains why they strangely added only one 64-bit atomic instruction when they could have added all of Shader Model 6.6 functionality.
— Philip Turner, September 2022
The Apple GPU architecture only supports 32-bit atomics on pointer values, while other architectures support texture atomics or 64-bit atomics. The latter two are required to run the current implementation of Nanite in Unreal Engine 5 (UE5). Nanite is a very novel rendering algorithm that removes the need for static LOD on vertex meshes. Rendering infinitely detailed meshes requires subpixel resolution and rasterizing pixels entirely in software. To implement a software-rasterized depth buffer, UE5 performs 64-bit atomic comparisons. The depth value is the upper 32 bits; the color is the lower 32. This algorithm is an example of a larger trend toward using GPGPU in rendering.
There was a recent discovery that Nanite can run entirely on 32-bit buffer atomics, at a 2.5x bandwidth/5x latency cost. However, Apple added hardware acceleration to the M2 series of GPUs for Nanite atomics. This includes a single instruction for non-returning UInt64 min or max. It does not include the wider set of atomic instructions typically useful for GPGPU, although such instructions were effectively emulated in the prototypical metal-float64. The A15 and A16, part of the same GPU family as M2, do not support Nanite atomics. Hopefully the A17 will gain support in the next series of chips.
For further information, see ue5-nanite-macos/AtomicsWorkaround and the associated thread on Unreal Engine forums.
The Apple GPU has hardware acceleration for ray-box intersections, hidden in plain sight. It's part of a general-purpose instruction, unique to the Apple GPU, that can also accelerate control flow operations. Similar to how simdgroup_matrix
came along with industry-leading SIMD-group reductions.
This section is currently a stub; see the MacRumors thread for the latest information.
metal_simdgroup_future
and metal_simdgroup_async
are two Metal headers leaked in Xcode 14.2. They expose instructions that hide latency during matrix multiplications. They sometimes cause undefined behavior* when simds within a threadgroup try to communicate. Perhaps that's why Apple removed the API before Xcode 14.3. The newer compiler not only lacks the headers; it is impossible to access the instructions through __asm("@air.symbol")
. However, one can generate an AIR file containing the symbols through Xcode 14.2's metal
tool. Future versions of Xcode will transform the AIR into a Metal binary without errors.
This statement may be false, but verifying it requires extensive testing.
The instructions also provide a means to read/write edges of unaligned matrices, without going out of bounds.
C++ Code
// To respect Apple's copyright license, the bulk of the headers will
// not be shown. Rather, just C++ symbols which a Metal developer could
// have reasonably used between Xcode 14.2-14.3, and which now exist in
// their custom shader code. The presented symbols officially come from
// that developer's code, not Apple's headers.
//
// No API starting with an underscore will be shown here. The underscore
// hints that it's private API, which the Metal compiler uses to
// construct the public API. A developer following best practices would
// not have delved into such undocumented details of the compiler.
//
// Furthermore, the code is reformatted to be more presentable. It is
// not directly copied and pasted from the header files.
enum class simdgroup_async_copy_clamp_mode {
clamp_to_zero = 0,
clamp_to_edge = 1
};
template <>
struct simdgroup_future<void> {
void wait() const thread;
}
template <typename T>
simdgroup_future<void> simdgroup_async_copy(
threadgroup T *dst,
const device T *src,
ulong n_elements);
template <typename T>
simdgroup_future<void> simdgroup_async_copy(
device T *dst,
const threadgroup T *src,
ulong n_elements);
template <typename T>
simdgroup_future<void> simdgroup_async_copy(
threadgroup T *dst,
ulong dst_elements_per_row,
ulong dst_element_stride,
ulong2 dst_tile_dimensions,
const device T *src,
ulong src_elements_per_row,
ulong src_element_stride,
ulong2 src_tile_dimensions,
long2 offset_in_src_tile,
simdgroup_async_copy_clamp_mode clamp_mode = clamp_to_zero);
template <typename T>
simdgroup_future<void> simdgroup_async_copy(
device T *dst,
ulong dst_elements_per_row,
ulong dst_element_stride,
ulong2 dst_tile_dimensions,
long2 offset_in_dst_tile,
const threadgroup T *src,
ulong src_elements_per_row,
ulong src_element_stride,
ulong2 src_tile_dimensions);
The M1 Max has 32 GPU cores, but can perform up to 96 compute commands simultaneously. The A15 has slightly more the concurrency, performing 20 commands on 5 GPU cores. In comparison, all Nvidia GPUs top out at 128 concurrent commands. To reach the same concurrency, an Nvidia GPU must have at most 32-42 SMs. This is true for the RTX 3060, but not for more powerful GPUs. While the concurrency seems excessive for the purpose of multitasking, it has another purpose. Say that one task requires resources from 22 GPU cores, and another requires resources from 11. A naive GPU design would only permit 4 concurrent commands. That would allocate 16 GPU cores to the first task and 8 to the second, wasting the other 8. Apple's design lets you divide work more finely.
There's one more usage. The hypothetical workload divides evenly among 33 GPU cores, but we have 32. You could reimagine each task as requiring 32/33x the resources, but the new resource requirements are fractions. With the M1 GPU, you can divide an individual core into fractions. That drastically reduces the load imbalance between tasks 1 and 2. This benefit is most useful on A-series chips with only 3-5 GPU cores to subdivide. For the Mac, it's overkill but contributes to incredible (power) efficiency. I don't know whether the A15 has greater (4/3x) concurrency because it's from the Apple 8 generation, or because it's an A-series GPU.
This sub-core concurrency only happens among commands within the same MTLComputeCommandEncoder
. For commands on different Metal command queues, there's only 2x concurrency across the entire GPU. This makes it similar to early dual-core CPUs, designed in part to be more responsive. Even if a background task is taking several frames, a high-priority UI command can quickly seize half the GPU cores. Beyond that purpose, there's little motive to create any circuitry for 3+ concurrent command queues.
The smallest data point has a single simd active, consuming 800 mW of power. Yes, that's 1/1000 the power of an RTX 4090 Ti. The Apple GPU conserves power at the granularity of individual vector ALUs. Instances of idleness might become rarer as ALU utilization approaches 100%. The scheduler would struggle to predict/compensate for them, therefore over-allocating power.
Apple GPUs have much smaller data caches than other vendors. The L1 is 8 KB, smaller than Vega (16 KB) and RDNA 3 (32 KB). Instruction cache is smaller than recent discrete GPUs. The L2 is tremendously small and varies wildly across their lineup. The M1 started with 768 KB, then shot down to 256 KB for the M1 Pro. It then rose intuitively to 1 MB for the M1 Ultra. The M2 generation is similar, with each chip maybe doubling capacity. For comparison, even the measly RTX 3050 has 2 MB of L2 cache.
By minimizing L1D, L1I, and L2, Apple reduces the amount of static power necessary for operation*. Smaller cache sizes consume less power, even less so for larger GPUs. The massive SLC, memory bandwidth, and incredibly low latency of the L2 makes up for less data cache. Low-latency** L2 also minimizes the impact of L1I spills. For multi-cycle instructions, the GPU can reach 100% utilization*** while thrashing the L1I cache. I have not tested what happens when an executable overflows the L2 cache.
* Apple also reduces the amount of threadgroup memory bandwidth. Addressing circuitry probably cannot scale power consumption at the resolution of nanoseconds. The solution: make less of it. Instead, invest in industry-leading SIMD shuffle bandwidth and matrix instructions!
** Hyper-low latency L2 also creates a scheme where you need less L1D, making 8 KB possible.
*** I have not tested this extrapolation, but it seems logical based on behavior of FFMA32.
One strange pattern, is smaller GPUs having larger cache sizes. The M1 has much more L2 than the M1 Pro, and the A14 has much larger L3 than M1. Extra cache helps to make up for lower bandwidth. Apple likely had to trade off between losing energy efficiency to L2 thrashing, and losing energy efficiency to extra static L2 power.
Web pages
https://github.com/dougallj/applegpu
https://www2.eecs.berkeley.edu/Pubs/TechRpts/2016/EECS-2016-143.pdf
https://rosenzweig.io/blog/asahi-gpu-part-4.html
https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
https://github.com/AsahiLinux/docs/wiki/HW:AGX
https://arxiv.org/pdf/1804.06826.pdf
https://arxiv.org/pdf/1905.08778.pdf
https://chipsandcheese.com/2022/05/21/igpu-cache-setups-compared-including-m1/
https://www.techspot.com/article/2151-nvidia-ampere-vs-amd-rdna2/
https://www.realworldtech.com/forum/?threadid=197759&curpostid=197993
https://forum.beyond3d.com/threads/apple-powervr-tbdr-gpu-architecture-speculation-thread.61873
https://twitter.com/Golden_Reviewer/status/1576802505752576000
https://homes.cs.washington.edu/~wysem/publications/quals-gpgpu-vrf.pdf
https://chipsandcheese.com/2023/01/07/microbenchmarking-amds-rdna-3-graphics-architecture/
https://chipsandcheese.com/2022/11/02/microbenchmarking-nvidias-rtx-4090/
https://gpuopen.com/learn/rgp_1_14/
https://gpuopen.com/wp-content/uploads/2019/08/RDNA_Architecture_public.pdf
Patents related to the Apple GPU
https://www.freepatentsonline.com/y2019/0057484.html
https://patents.justia.com/patent/9633409
https://patents.justia.com/patent/9035956
https://patents.justia.com/patent/20150070367
https://patents.justia.com/patent/9442706
https://patents.justia.com/patent/9508112
https://patents.justia.com/patent/9978343
https://patents.justia.com/patent/9727944
https://patents.justia.com/patent/10114446
GPU configurations from IORegistry
M1 (7-core): https://gist.github.com/IMS212/04d2a96a06eb2c8062029e5680d144f6
M1 (8-core): https://gist.github.com/tommythorn/0ba150bd7a377a6bed4443f412825e20
M1 Pro (14-core): https://gist.github.com/useraccessdenied/60e211cc13f6986867b6a43ad08fd798
M1 Max (32-core): https://gist.github.com/philipturner/48c72e3fcce0ce9489071eb083a5086e