G
Gather-Scatter
multimedia instruction compiler support,
A-31
sparse matrices, G-13 to G-14
General-Purpose Computing on GPUs (GPGPU), L-51 to L-52
General-purpose electronic computers, historical background, L-2 to L-4
General-purpose registers (GPRs)
advantages/disadvantages,
A-6
MIPS data transfers,
A-34
Geometric means, example calculations,
43–44
Giga Thread Engine, definition,
292,
314
Global address space, segmented virtual memory,
B-52
Global code scheduling
parallelism, H-15 to H-23
superblock scheduling, H-21 to H-23,
H-22
trace scheduling, H-19 to H-21,
H-20
Global common subexpression elimination, compiler structure,
A-26
Global data area, and compiler technology,
A-27
Global Environment for Network Innovation (GENI), F-98
Global load/store, definition,
309
Global Positioning System, CDMA, E-25
Global scheduling, ILP, VLIW processor,
194
Global system for mobile communication (GSM), cell phones, E-25
Goldschmidt’s division algorithm, J-29, J-61
Goldstine, Herman, L-2 to L-3
Google
server power-performance benchmarks,
439–441
Google Clusters
memory dependability,
104
Google search
shared-memory workloads,
369
GPGPU (General-Purpose Computing on GPUs), L-51 to L-52
GPU (Graphics Processing Unit)
banked and graphics memory,
322–323
DLP
basic considerations,
288
basic PTX thread instructions,
299
Fermi GPU architecture innovations,
305–308
Fermi GTX 480 floorplan,
295
Multimedia SIMD comparison,
312
multithreaded SIMD Processor block diagram,
294
NVIDIA computational structures,
291–297
NVIDIA/CUDA and AMD terminology,
313–315
SIMD thread scheduling,
297
fine-grained multithreading,
224
gather/scatter operations,
280
historical background, L-50
loop-level parallelism,
150
vs. MIMD with Multimedia SIMD,
324–330
mobile client/server features,
324,
324
raw/relative performance,
328
strided access-TLB interactions,
323
thread count and memory performance,
332
vector kernel implementation,
334–336
vs. vector processor operation, 276
GPU Memory
future architectures,
333
splitting from main memory,
330
Gradual underflow, J-15, J-36
Grant phase, arbitration, F-49
Graphics double data rate (GDDR)
Graphics dynamic random-access memory (GDRAM)
Graphics-intensive benchmarks, desktop performance,
38
Graphics pipelines, historical background, L-51
Graphics synchronous dynamic random-access memory (GSDRAM), characteristics,
102
Graphics Synthesizer, Sony PlayStation 2,
E-16, E-16 to E-17
Greater than condition code, PowerPC, K-10 to K-11
Greatest common divisor (GCD) test, loop-level parallelism dependences,
319, H-7
Grid
arithmetic intensity,
286
GPU Memory structures,
304
NVIDIA GPU computational structures,
291
Grid computing, L-73 to L-74
Guest domains, Xen VM,
111