The big problem is SMT, since it's hard to share a VLIW core between processes, while a superscalar core shares really well.
The big problem is SMT, since it's hard to share a VLIW core between processes, while a superscalar core shares really well.
Older GPUs seemed more VLIW-like because they were descended from fixed-function rendering pipelines and essentially just exposed the control signals via instruction encodings. Over time, shader cores have become less VLIW-like, e.g. look at any reverse engineering of recent Nvidia architectures.
This makes sense for the same reason you give for SMT: if you're trying to execute from multiple instruction streams on the same execution units, it makes more sense to use small individual instructions rather than large puzzle pieces.
A modern CPU has the same goal of extracting ILP but accomplishes it in a very different way. The instruction stream is short instructions, each of which specifies a simple operation, and these are reassembled using sophisticated dynamic logic into micro-ops, which then get executed in a fairly similar fashion as a VLIW machine - there are a large number of ports (8 is fairly typical these days), each of which performs a separate operation such as arithmetic, load/store, branch, etc.
A GPU has a similar goal of extracting lots of parallelism but does it in a very different way to both VLIW and modern superscalar CPUs. Each instruction operates over a large SIMD vector - 32 is typical, but this varies from 8 (Intel SIMD-8) to 128 (Imagination & optionally Adreno). The instruction specifies many copies of the same operation, so doesn't have to be that big. On RDNA3 for example[1], the basic instruction size is 32 bits, but 64 bits is also common (see section 6.1 for a summary of scalar and 7.1 for a summary of vector encodings).
These instruction sizes are a bit bigger than typical for CPU, for two main reasons. First, there are a lot of registers (256 vector registers), so that needs a lot of bits to encode. Second, it's common to add extra operations such as negation or absolute value in the same operation. But these operations are generally fairly inexpensive modifications on existing data, not completely separate as in VLIW.
In general, execution on a GPU is in-order, so all the reorder buffers and other techniques of superscalar CPUs are not used. Instead of trying to extract as much parallelism as possible from a single thread, a GPU will use that transistor budget to splat more execution units (and thus more threads) on the chip.
[1]: https://developer.amd.com/wp-content/resources/RDNA3_Shader_...
[1] https://en.wikipedia.org/wiki/TeraScale_(microarchitecture)
[2] https://www.anandtech.com/show/4455/amds-graphics-core-next-...