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CIRCLE WITH A DOT

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  3. does there exist a good writeup of the Itanium story?

does there exist a good writeup of the Itanium story?

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  • sdbbp@mastodon.socialS sdbbp@mastodon.social

    @regehr Have you read Bob Colwell's oral history?
    > The Intel iTanium project started with the Multiflow compiler. They gradually
    rewrote pieces of it to make it go faster.
    https://www.sigmicro.org/media/oralhistories/colwell.pdf
    ARF from recent times: https://www.abortretry.fail/p/the-itanic-saga

    regehr@mastodon.socialR This user is from outside of this forum
    regehr@mastodon.socialR This user is from outside of this forum
    regehr@mastodon.social
    wrote last edited by
    #5

    @sdbbp no! but I will, thanks!

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    • regehr@mastodon.socialR This user is from outside of this forum
      regehr@mastodon.socialR This user is from outside of this forum
      regehr@mastodon.social
      wrote last edited by
      #6

      @koakuma @rygorous I thought that one was just random RISC?

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      • david_chisnall@infosec.exchangeD This user is from outside of this forum
        david_chisnall@infosec.exchangeD This user is from outside of this forum
        david_chisnall@infosec.exchange
        wrote last edited by
        #7

        @koakuma @rygorous @regehr

        Intel has a tradition that every ten years they build an architecture that it is impossible to write a compiler for. The iAPX432, i860, and Itanium were each iterations of this. The next one was a GPU architecture with a two-dimensional register file (amazing for hand-coded assembly kernels, not great for anything that needed to merge lowering of vector permutes with register allocation). I didn’t pay attention to what they did most recently, I presume they made some AI accelerator that has amazingly high FLOPS numbers on paper and is impossible to target from MLIR.

        rygorous@mastodon.gamedev.placeR 1 Reply Last reply
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        • jsamcfarlane@mastodon.ieJ This user is from outside of this forum
          jsamcfarlane@mastodon.ieJ This user is from outside of this forum
          jsamcfarlane@mastodon.ie
          wrote last edited by
          #8

          @koakuma @regehr @rygorous now that reminds me of Nuon! @llamasoft_ox

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          • regehr@mastodon.socialR This user is from outside of this forum
            regehr@mastodon.socialR This user is from outside of this forum
            regehr@mastodon.social
            wrote last edited by
            #9

            @koakuma @rygorous TIL

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            • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

              @koakuma @rygorous @regehr

              Intel has a tradition that every ten years they build an architecture that it is impossible to write a compiler for. The iAPX432, i860, and Itanium were each iterations of this. The next one was a GPU architecture with a two-dimensional register file (amazing for hand-coded assembly kernels, not great for anything that needed to merge lowering of vector permutes with register allocation). I didn’t pay attention to what they did most recently, I presume they made some AI accelerator that has amazingly high FLOPS numbers on paper and is impossible to target from MLIR.

              rygorous@mastodon.gamedev.placeR This user is from outside of this forum
              rygorous@mastodon.gamedev.placeR This user is from outside of this forum
              rygorous@mastodon.gamedev.place
              wrote last edited by
              #10

              @david_chisnall @koakuma @regehr The iAPX 432 from what I can tell was not at all impossible to write compilers for, but as per Bob Colwell who wrote a bunch of papers dissecting the 432 for his PhD, the compiler team did not get along with the HW team and explicitly didn't want the effort to succeed. https://www.sigmicro.org/media/oralhistories/colwell.pdf p. 51

              rygorous@mastodon.gamedev.placeR 1 Reply Last reply
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              • rygorous@mastodon.gamedev.placeR rygorous@mastodon.gamedev.place

                @david_chisnall @koakuma @regehr The iAPX 432 from what I can tell was not at all impossible to write compilers for, but as per Bob Colwell who wrote a bunch of papers dissecting the 432 for his PhD, the compiler team did not get along with the HW team and explicitly didn't want the effort to succeed. https://www.sigmicro.org/media/oralhistories/colwell.pdf p. 51

                rygorous@mastodon.gamedev.placeR This user is from outside of this forum
                rygorous@mastodon.gamedev.placeR This user is from outside of this forum
                rygorous@mastodon.gamedev.place
                wrote last edited by
                #11

                @david_chisnall @koakuma @regehr incidentally, Bob Colwell was at Multiflow working on (and shipping) commercial VLIW HW and then later went to Intel becoming Chief Architect of the PPro. (What he thought about Itanium given his background shows up later in the same PDF.)

                rygorous@mastodon.gamedev.placeR 1 Reply Last reply
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                • rygorous@mastodon.gamedev.placeR rygorous@mastodon.gamedev.place

                  @david_chisnall @koakuma @regehr incidentally, Bob Colwell was at Multiflow working on (and shipping) commercial VLIW HW and then later went to Intel becoming Chief Architect of the PPro. (What he thought about Itanium given his background shows up later in the same PDF.)

                  rygorous@mastodon.gamedev.placeR This user is from outside of this forum
                  rygorous@mastodon.gamedev.placeR This user is from outside of this forum
                  rygorous@mastodon.gamedev.place
                  wrote last edited by
                  #12

                  @david_chisnall @koakuma @regehr Mind, there's no question that the 432 was still bad in many ways, but the issue was less "good compilers are impossible to write for this" and more "there were many unforced mistakes that the compiler people tried to raise awareness about and got shut down, so they stopped caring"

                  rygorous@mastodon.gamedev.placeR 1 Reply Last reply
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                  • rygorous@mastodon.gamedev.placeR rygorous@mastodon.gamedev.place

                    @david_chisnall @koakuma @regehr Mind, there's no question that the 432 was still bad in many ways, but the issue was less "good compilers are impossible to write for this" and more "there were many unforced mistakes that the compiler people tried to raise awareness about and got shut down, so they stopped caring"

                    rygorous@mastodon.gamedev.placeR This user is from outside of this forum
                    rygorous@mastodon.gamedev.placeR This user is from outside of this forum
                    rygorous@mastodon.gamedev.place
                    wrote last edited by
                    #13

                    @david_chisnall @koakuma @regehr (I will say that during the relatively short window I contracted for Intel, this tradition of organizational dysfunction with different teams ostensibly on the same effort actively trying to sabotage each other was alive and well)

                    david_chisnall@infosec.exchangeD 1 Reply Last reply
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                    • rygorous@mastodon.gamedev.placeR rygorous@mastodon.gamedev.place

                      @david_chisnall @koakuma @regehr (I will say that during the relatively short window I contracted for Intel, this tradition of organizational dysfunction with different teams ostensibly on the same effort actively trying to sabotage each other was alive and well)

                      david_chisnall@infosec.exchangeD This user is from outside of this forum
                      david_chisnall@infosec.exchangeD This user is from outside of this forum
                      david_chisnall@infosec.exchange
                      wrote last edited by
                      #14

                      @rygorous @koakuma @regehr

                      I saw some of that when I was at Microsoft. The pattern for Intel folks was:

                      1. Pitch something to the Windows team, lying outright about expected performance if that helped.
                      2. Get the Windows team to say they wanted it.
                      3. Put it in the ISA and get it made plan of record for the next core.
                      4. Get promoted.
                      5. Move to a different company in a more senior role on the basis of that promotion.
                      6. Be long gone by the time everyone notices how much of a disaster it is.
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