Programmable and Scalable Architecture for Graphics Processing Units
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GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
GPU Architecture • Display Controller • Designing for Safety • Vision Processing
i.MX 8 GRAPHICS ARCHITECTURE FTF-DES-N1940 RAFAL MALEWSKI HEAD OF GRAPHICS TECH ENGINEERING CENTER MAY 18, 2016 PUBLIC USE AGENDA • i.MX 8 Series Scalability • GPU Architecture • Display Controller • Designing for Safety • Vision Processing 1 PUBLIC USE #NXPFTF 1 PUBLIC USE #NXPFTF i.MX is… 2 PUBLIC USE #NXPFTF SoC Scalability = Investment Re-Use Replace the Chip a Increase capability. (Pin, Software, IP compatibility among parts) 3 PUBLIC USE #NXPFTF i.MX 8 Series GPU Cores • Dual Core GPU Up to 4 displays Accelerated ARM Cores • 16 Vec4 Shaders Vision Cortex-A53 | Cortex-A72 8 • Up to 128 GFLOPS • 64 execution units 8QuadMax 8 • Tessellation/Geometry total pixels Shaders Pin Compatibility Pin • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS • 32 execution units 4 total pixels 8QuadPlus • Tessellation/Geometry Compatibility Software Shaders • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS 4 • 32 execution units 8Quad • Tessellation/Geometry total pixels Shaders • Single Core GPU Up to 2 displays Accelerated • 8 Vec4 Shaders 2x 1080p total Vision • Up to 64 GFLOPS pixels Compatibility Pin 8 • 32 execution units 8Dual8Solo • Tessellation/Geometry Shaders • Single Core GPU Up to 2 displays Accelerated • 4 Vec4 Shaders 2x 1080p total Vision • Up to 32 GFLOPS pixels 4 • 16 execution units 8DualLite8Solo • Tessellation/Geometry Shaders 4 PUBLIC USE #NXPFTF i.MX 8 Series – The Doubles GPU Cores • Dual Core GPU Up to 4 displays Accelerated • 16 Vec4 Shaders Vision -
Slang: Language Mechanisms for Extensible Real-Time Shading Systems
Slang: language mechanisms for extensible real-time shading systems YONG HE, Carnegie Mellon University KAYVON FATAHALIAN, Stanford University TIM FOLEY, NVIDIA Designers of real-time rendering engines must balance the conicting goals and GPU eciently, and minimizing CPU overhead using the new of maintaining clear, extensible shading systems and achieving high render- parameter binding model oered by the modern Direct3D 12 and ing performance. In response, engine architects have established eective de- Vulkan graphics APIs. sign patterns for authoring shading systems, and developed engine-specic To help navigate the tension between performance and maintain- code synthesis tools, ranging from preprocessor hacking to domain-specic able/extensible code, engine architects have established eective shading languages, to productively implement these patterns. The problem is design patterns for authoring shading systems, and developed code that proprietary tools add signicant complexity to modern engines, lack ad- vanced language features, and create additional challenges for learning and synthesis tools, ranging from preprocessor hacking, to metapro- adoption. We argue that the advantages of engine-specic code generation gramming, to engine-proprietary domain-specic languages (DSLs) tools can be achieved using the underlying GPU shading language directly, [Tatarchuk and Tchou 2017], for implementing these patterns. For provided the shading language is extended with a small number of best- example, the idea of shader components [He et al. 2017] was recently practice principles from modern, well-established programming languages. presented as a pattern for achieving both high rendering perfor- We identify that adding generics with interface constraints, associated types, mance and maintainable code structure when specializing shader and interface/structure extensions to existing C-like GPU shading languages code to coarse-grained features such as a surface material pattern or enables real-time renderer developers to build shading systems that are a tessellation eect. -
Directx and GPU (Nvidia-Centric) History Why
10/12/09 DirectX and GPU (Nvidia-centric) History DirectX 6 DirectX 7! ! DirectX 8! DirectX 9! DirectX 9.0c! Multitexturing! T&L ! SM 1.x! SM 2.0! SM 3.0! DirectX 5! Riva TNT GeForce 256 ! ! GeForce3! GeForceFX! GeForce 6! Riva 128! (NV4) (NV10) (NV20) Cg! (NV30) (NV40) XNA and Programmable Shaders DirectX 2! 1996! 1998! 1999! 2000! 2001! 2002! 2003! 2004! DirectX 10! Prof. Hsien-Hsin Sean Lee SM 4.0! GTX200 NVidia’s Unified Shader Model! Dualx1.4 billion GeForce 8 School of Electrical and Computer 3dfx’s response 3dfx demise ! Transistors first to Voodoo2 (G80) ~1.2GHz Engineering Voodoo chip GeForce 9! Georgia Institute of Technology 2006! 2008! GT 200 2009! ! GT 300! Adapted from David Kirk’s slide Why Programmable Shaders Evolution of Graphics Processing Units • Hardwired pipeline • Pre-GPU – Video controller – Produces limited effects – Dumb frame buffer – Effects look the same • First generation GPU – PCI bus – Gamers want unique look-n-feel – Rasterization done on GPU – Multi-texturing somewhat alleviates this, but not enough – ATI Rage, Nvidia TNT2, 3dfx Voodoo3 (‘96) • Second generation GPU – Less interoperable, less portable – AGP – Include T&L into GPU (D3D 7.0) • Programmable Shaders – Nvidia GeForce 256 (NV10), ATI Radeon 7500, S3 Savage3D (’98) – Vertex Shader • Third generation GPU – Programmable vertex and fragment shaders (D3D 8.0, SM1.0) – Pixel or Fragment Shader – Nvidia GeForce3, ATI Radeon 8500, Microsoft Xbox (’01) – Starting from DX 8.0 (assembly) • Fourth generation GPU – Programmable vertex and fragment shaders -
Webgl™ Optimizations for Mobile
WebGL™ Optimizations for Mobile Lorenzo Dal Col Senior Software Engineer, ARM 1 Agenda 1. Introduction to WebGL™ on mobile . Rendering Pipeline . Locate the bottleneck 2. Performance analysis and debugging tools for WebGL . Generic optimization tips 3. PlayCanvas experience . WebGL Inspector 4. Use case: PlayCanvas Swooop . ARM® DS-5 Streamline . ARM Mali™ Graphics Debugger 5. Q & A 2 Bring the Power of OpenGL® ES to Mobile Browsers What is WebGL™? Why WebGL? . A cross-platform, royalty free web . It brings plug-in free 3D to the web, standard implemented right into the browser. Low-level 3D graphics API . Major browser vendors are members of . Based on OpenGL® ES 2.0 the WebGL Working Group: . A shader based API using GLSL . Apple (Safari® browser) . Mozilla (Firefox® browser) (OpenGL Shading Language) . Google (Chrome™ browser) . Opera (Opera™ browser) . Some concessions made to JavaScript™ (memory management) 3 Introduction to WebGL™ . How does it fit in a web browser? . You use JavaScript™ to control it. Your JavaScript is embedded in HTML5 and uses its Canvas element to draw on. What do you need to start creating graphics? . Obtain WebGLrenderingContext object for a given HTMLCanvasElement. It creates a drawing buffer into which the API calls are rendered. For example: var canvas = document.getElementById('canvas1'); var gl = canvas.getContext('webgl'); canvas.width = newWidth; canvas.height = newHeight; gl.viewport(0, 0, canvas.width, canvas.height); 4 WebGL™ Stack What is happening when a WebGL page is loaded . User enters URL . HTTP stack requests the HTML page Browser . Additional requests will be necessary to get Space User JavaScript™ code and other resources WebKit JavaScript Engine . -
MSI Afterburner V4.6.4
MSI Afterburner v4.6.4 MSI Afterburner is ultimate graphics card utility, co-developed by MSI and RivaTuner teams. Please visit https://msi.com/page/afterburner to get more information about the product and download new versions SYSTEM REQUIREMENTS: ...................................................................................................................................... 3 FEATURES: ............................................................................................................................................................. 3 KNOWN LIMITATIONS:........................................................................................................................................... 4 REVISION HISTORY: ................................................................................................................................................ 5 VERSION 4.6.4 .............................................................................................................................................................. 5 VERSION 4.6.3 (PUBLISHED ON 03.03.2021) .................................................................................................................... 5 VERSION 4.6.2 (PUBLISHED ON 29.10.2019) .................................................................................................................... 6 VERSION 4.6.1 (PUBLISHED ON 21.04.2019) .................................................................................................................... 7 VERSION 4.6.0 (PUBLISHED ON -
Opengl Shading Languag 2Nd Edition (Orange Book)
OpenGL® Shading Language, Second Edition By Randi J. Rost ............................................... Publisher: Addison Wesley Professional Pub Date: January 25, 2006 Print ISBN-10: 0-321-33489-2 Print ISBN-13: 978-0-321-33489-3 Pages: 800 Table of Contents | Index "As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader- writers get started, but with enough deep information for the 'old hands.'" Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." John Carey, Chief Technology Officer, C.O.R.E. -
Opengl 4.0 Shading Language Cookbook
OpenGL 4.0 Shading Language Cookbook Over 60 highly focused, practical recipes to maximize your use of the OpenGL Shading Language David Wolff BIRMINGHAM - MUMBAI OpenGL 4.0 Shading Language Cookbook Copyright © 2011 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: July 2011 Production Reference: 1180711 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849514-76-7 www.packtpub.com Cover Image by Fillipo ([email protected]) Credits Author Project Coordinator David Wolff Srimoyee Ghoshal Reviewers Proofreader Martin Christen Bernadette Watkins Nicolas Delalondre Indexer Markus Pabst Hemangini Bari Brandon Whitley Graphics Acquisition Editor Nilesh Mohite Usha Iyer Valentina J. D’silva Development Editor Production Coordinators Chris Rodrigues Kruthika Bangera Technical Editors Adline Swetha Jesuthas Kavita Iyer Cover Work Azharuddin Sheikh Kruthika Bangera Copy Editor Neha Shetty About the Author David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general. -
CPU-GPU Benchmark Description
UC San Diego UC San Diego Electronic Theses and Dissertations Title Heterogeneity and Density Aware Design of Computing Systems Permalink https://escholarship.org/uc/item/9qd6w8cw Author Arora, Manish Publication Date 2018 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO Heterogeneity and Density Aware Design of Computing Systems A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Computer Science (Computer Engineering) by Manish Arora Committee in charge: Professor Dean M. Tullsen, Chair Professor Renkun Chen Professor George Porter Professor Tajana Simunic Rosing Professor Steve Swanson 2018 Copyright Manish Arora, 2018 All rights reserved. The dissertation of Manish Arora is approved, and it is ac- ceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2018 iii DEDICATION To my family and friends. iv EPIGRAPH Do not be embarrassed by your failures, learn from them and start again. —Richard Branson If something’s important enough, you should try. Even if the probable outcome is failure. —Elon Musk v TABLE OF CONTENTS Signature Page . iii Dedication . iv Epigraph . v Table of Contents . vi List of Figures . viii List of Tables . x Acknowledgements . xi Vita . xiii Abstract of the Dissertation . xvi Chapter 1 Introduction . 1 1.1 Design for Heterogeneity . 2 1.1.1 Heterogeneity Aware Design . 3 1.2 Design for Density . 6 1.2.1 Density Aware Design . 7 1.3 Overview of Dissertation . 8 Chapter 2 Background . 10 2.1 GPGPU Computing . 10 2.2 CPU-GPU Systems . -
The Opengl Shading Language
The OpenGL Shading Language Bill Licea-Kane ATI Research, Inc. 1 OpenGL Shading Language Today •Brief History • How we replace Fixed Function • OpenGL Programmer View • OpenGL Shaderwriter View • Examples 2 OpenGL Shading Language Today •Brief History • How we replace Fixed Function • OpenGL Programmer View • OpenGL Shaderwriter View • Examples 3 Brief History 1968 “As far as generating pictures from data is concerned, we feel the display processor should be a specialized device, capable only of generating pictures from read- only representations in core.” [Myer, Sutherland] On the Design of Display Processors. Communications of the ACM, Volume 11 Number 6, June, 1968 4 Brief History 1978 THE PROGRAMMING LANGUAGE [Kernighan, Ritchie] The C Programming Language 1978 5 Brief History 1984 “Shading is an important part of computer imagery, but shaders have been based on fixed models to which all surfaces must conform. As computer imagery becomes more sophisticated, surfaces have more complex shading characteristics and thus require a less rigid shading model." [Cook] Shade Trees SIGGRAPH 1984 6 Brief History 1985 “We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle." [Perlin] An Image Synthesizer SIGGRAPH 1985 7 Brief History 1990 “A shading language provides a means to extend the shading and lighting formulae used by a rendering system." … "…because it is based on a simple subset of C, it is easy to parse and implement, but, because it has many high-level features that customize it for shading and lighting calulations, it is easy to use." [Hanrahan, Lawson] A Language for Shading and Lighting Calculations SIGGRAPH 1990 8 Brief History June 30, 1992 “This document describes the OpenGL graphics system: what it is, how it acts, and what is required to implement it.” “OpenGL does not provide a programming language. -
Model System of Zirconium Oxide An
First-principles based treatment of charged species equilibria at electrochemical interfaces: model system of zirconium oxide and titanium oxide by Jing Yang B.S., Physics, Peking University, China Submitted to the Department of Materials Science and Engineering in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the MASSACHUSETTS INSTITUTE OF TECHONOLOGY February 2020 © Massachusetts Institute of Technology 2020. All rights reserved. Signature of Author: Jing Yang Department of Materials Science and Engineering January 10th, 2020 Certified by: Bilge Yildiz Professor of Materials Science and Engineering And Professor of Nuclear Science and Engineering Thesis Supervisor Accepted by: Donald R. Sadoway John F. Elliott Professor of Materials Chemistry Chair, Department Committee on Graduate Studies 2 First-principles based treatment of charged species equilibria at electrochemical interfaces: model system of zirconium oxide and titanium oxide by Jing Yang Submitted to the Department of Materials Science and Engineering on Jan. 10th, 2020 in partial fulfillment of the requirements for the degree of Doctor of Philosophy Abstract Ionic defects are known to influence the magnetic, electronic and transport properties of oxide materials. Understanding defect chemistry provides guidelines for defect engineering in various applications including energy storage and conversion, corrosion, and neuromorphic computing devices. While DFT calculations have been proven as a powerful tool for modeling point defects in bulk oxide materials, challenges remain for linking atomistic results with experimentally-measurable materials properties, where impurities and complicated microstructures exist and the materials deviate from ideal bulk behavior. This thesis aims to bridge this gap on two aspects. First, we study the coupled electro-chemo-mechanical effects of ionic impurities in bulk oxide materials.