STM32MP157 GPU Application Programming Manual
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Overview: Graphics Processing Units
Overview: Graphics Processing Units l advent of GPUs l GPU architecture n the NVIDIA Fermi processor l the CUDA programming model n simple example, threads organization, memory model n case study: matrix multiply using shared memory n memories, thread synchronization, scheduling n case study: reductions n performance considerations: bandwidth, scheduling, resource conflicts, instruction mix u host-device data transfer: multiple GPUs, NVLink, Unified Memory, APUs l the OpenCL programming model l directive-based programming models refs: Lin & Snyder Ch 10, CUDA Toolkit Documentation, An Even Easier Introduction to CUDA (tutorial); NCI NF GPU page, Programming Massively Parallel Processors, Kirk & Hwu, Morgan-Kaufman, 2010; Cuda By Example, by Sanders and Kandrot; OpenCL web page, OpenCL in Action, by Matthew Scarpino COMP4300/8300 L18,19: Graphics Processing Units 2021 JJJ • III × 1 Advent of General-purpose Graphics Processing Units l many applications have massive amounts of mostly independent calculations n e.g. ray tracing, image rendering, matrix computations, molecular simulations, HDTV n can be largely expressed in terms of SIMD operations u implementable with minimal control logic & caches, simple instruction sets l design point: maximize number of ALUs & FPUs and memory bandwidth to take advantage of Moore’s’ Law (shown here) n put this on a co-processor (GPU); have a normal CPU to co-ordinate, run the operating system, launch applications, etc l architecture/infrastructure development requires a massive economic base for its development (the gaming industry!) n pre 2006: only specialized graphics operations (integer & float data) n 2006: ‘General Purpose’ (GPGPU): general computations but only through a graphics library (e.g. -
Comparison of Technologies for General-Purpose Computing on Graphics Processing Units
Master of Science Thesis in Information Coding Department of Electrical Engineering, Linköping University, 2016 Comparison of Technologies for General-Purpose Computing on Graphics Processing Units Torbjörn Sörman Master of Science Thesis in Information Coding Comparison of Technologies for General-Purpose Computing on Graphics Processing Units Torbjörn Sörman LiTH-ISY-EX–16/4923–SE Supervisor: Robert Forchheimer isy, Linköpings universitet Åsa Detterfelt MindRoad AB Examiner: Ingemar Ragnemalm isy, Linköpings universitet Organisatorisk avdelning Department of Electrical Engineering Linköping University SE-581 83 Linköping, Sweden Copyright © 2016 Torbjörn Sörman Abstract The computational capacity of graphics cards for general-purpose computing have progressed fast over the last decade. A major reason is computational heavy computer games, where standard of performance and high quality graphics con- stantly rise. Another reason is better suitable technologies for programming the graphics cards. Combined, the product is high raw performance devices and means to access that performance. This thesis investigates some of the current technologies for general-purpose computing on graphics processing units. Tech- nologies are primarily compared by means of benchmarking performance and secondarily by factors concerning programming and implementation. The choice of technology can have a large impact on performance. The benchmark applica- tion found the difference in execution time of the fastest technology, CUDA, com- pared to the slowest, OpenCL, to be twice a factor of two. The benchmark applica- tion also found out that the older technologies, OpenGL and DirectX, are compet- itive with CUDA and OpenCL in terms of resulting raw performance. iii Acknowledgments I would like to thank Åsa Detterfelt for the opportunity to make this thesis work at MindRoad AB. -
Gscale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics
gScale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics Memory Space Mochi Xue, Shanghai Jiao Tong University and Intel Corporation; Kun Tian, Intel Corporation; Yaozu Dong, Shanghai Jiao Tong University and Intel Corporation; Jiacheng Ma, Jiajun Wang, and Zhengwei Qi, Shanghai Jiao Tong University; Bingsheng He, National University of Singapore; Haibing Guan, Shanghai Jiao Tong University https://www.usenix.org/conference/atc16/technical-sessions/presentation/xue This paper is included in the Proceedings of the 2016 USENIX Annual Technical Conference (USENIX ATC ’16). June 22–24, 2016 • Denver, CO, USA 978-1-931971-30-0 Open access to the Proceedings of the 2016 USENIX Annual Technical Conference (USENIX ATC ’16) is sponsored by USENIX. gScale: Scaling up GPU Virtualization with Dynamic Sharing of Graphics Memory Space Mochi Xue1,2, Kun Tian2, Yaozu Dong1,2, Jiacheng Ma1, Jiajun Wang1, Zhengwei Qi1, Bingsheng He3, Haibing Guan1 {xuemochi, mjc0608, jiajunwang, qizhenwei, hbguan}@sjtu.edu.cn {kevin.tian, eddie.dong}@intel.com [email protected] 1Shanghai Jiao Tong University, 2Intel Corporation, 3National University of Singapore Abstract As one of the key enabling technologies of GPU cloud, GPU virtualization is intended to provide flexible and With increasing GPU-intensive workloads deployed on scalable GPU resources for multiple instances with high cloud, the cloud service providers are seeking for practi- performance. To achieve such a challenging goal, sev- cal and efficient GPU virtualization solutions. However, eral GPU virtualization solutions were introduced, i.e., the cutting-edge GPU virtualization techniques such as GPUvm [28] and gVirt [30]. gVirt, also known as GVT- gVirt still suffer from the restriction of scalability, which g, is a full virtualization solution with mediated pass- constrains the number of guest virtual GPU instances. -
CES 2016 Exhibitor Listing As of 1/19/16
CES 2016 Exhibitor Listing as of 1/19/16 Name Booth * Cosmopolitan Vdara Hospitality Suites 1 Esource Technology Co., Ltd. 26724 10 Vins 80642 12 Labs 73846 1Byone Products Inc. 21953 2 the Max Asia Pacific Ltd. 72163 2017 Exhibit Space Selection 81259 3 Legged Thing Ltd 12045 360fly 10417 360-G GmbH 81250 360Heros Inc 26417 3D Fuel 73113 3D Printlife 72323 3D Sound Labs 80442 3D Systems 72721 3D Vision Technologies Limited 6718 3DiVi Company 81532 3Dprintler.com 80655 3DRudder 81631 3Iware Co.,Ltd. 45005 3M 31411 3rd Dimension Industrial 3D Printing 73108 4DCulture Inc. 58005 4DDynamics 35483 4iiii Innovations, Inc. 73623 5V - All In One HC 81151 6SensorLabs BT31 Page 1 of 135 6sensorlabs / Nima 81339 7 Medical 81040 8 Locations Co., Ltd. 70572 8A Inc. 82831 A&A Merchandising Inc. 70567 A&D Medical 73939 A+E Networks Aria 36, Aria 53 AAC Technologies Holdings Inc. Suite 2910 AAMP Global 2809 Aaron Design 82839 Aaudio Imports Suite 30-116 AAUXX 73757 Abalta Technologies Suite 2460 ABC Trading Solution 74939 Abeeway 80463 Absolare USA LLC Suite 29-131 Absolue Creations Suite 30-312 Acadia Technology Inc. 20365 Acapella Audio Arts Suite 30-215 Accedo Palazzo 50707 Accele Electronics 1110 Accell 20322 Accenture Toscana 3804 Accugraphic Sales 82423 Accuphase Laboratory Suite 29-139 ACE CAD Enterprise Co., Ltd 55023 Ace Computers/Ace Digital Home 20318 ACE Marketing Inc. 59025 ACE Marketing Inc. 31622 ACECAD Digital Corp./Hongteli, DBA Solidtek 31814 USA Acelink Technology Co., Ltd. Suite 2660 Acen Co.,Ltd. 44015 Page 2 of 135 Acesonic USA 22039 A-Champs 74967 ACIGI, Fujiiryoki USA/Dr. -
3D Graphics on the ADS512101 Board Using Opengl ES By: Francisco Sandoval Zazueta Infotainment Multimedia and Telematics (IMT)
Freescale Semiconductor Document Number: AN3793 Application Note Rev. 0, 12/2008 3D Graphics on the ADS512101 Board Using OpenGL ES by: Francisco Sandoval Zazueta Infotainment Multimedia and Telematics (IMT) 1 Introduction Contents 1 Introduction . 1 OpenGL is one of the most widely used graphic standard 2 Preparing the Environment . 2 2.1 Assumptions on the Environment . 2 specifications available. OpenGL ES is a reduced 2.2 Linux Target Image Builder (LTIB) . 2 adaptation of OpenGL that offers a powerful yet limited 2.3 Installing PowerVR Software Development Kit . 4 3 The PowerVR SDK . 5 version for embedded systems. 3.1 Introduction to SDK . 5 3.2 PVRShell . 5 One of the main features of the MPC5121e is its graphics 3.3 PVRtools . 6 co-processor, the MBX core. It is a wide spread standard 4 Developing Example Application . 6 of mobile 3D graphics acceleration for mobile solutions. 4.1 3D Model Loader. 6 5 Conclusion. 9 Together with Imagination Technologies OpenGL ES 1.1 6 References . 9 SDK, the ADS512101 board can be used to produce 7 Glossary . 10 Appendix A eye-catching graphics. This document is an introduction, Applying DIU Patches to the Kernel . 11 after the development environment is ready, it is up to the A.1 Applying the MBXpatch2.patch . 11 developer’s skills to exploit the board’s graphics A.2 byte_flip Application. 11 Appendix B capabilities. Brief Introduction to OpenGL ES . 12 B.1 OpenGL ES . 12 B.2 Main Differences Between OGLES 1.1 and . 12 B.3 Obtaining Frustum Numbers . 13 B.4 glFrustum. -
Vivante Corporation Introduction
World’s Smallest OpenGL ES 2.0 Silicon Introduction to Vivante Graphics Processor IP Khronos DevU - December 2009 2009 Silicon Proven in the Marketplace Vivante GPUs to ship in tier one consumer products four key market segments Smart Phone Digital Picture & Frame Mobile MID Gaming Netbook Home Embedded Entertainment 2009 World’s Smallest OpenGL ES 2.0 GPU Technology Leader in GPU IP Delivers 2x Advantages • Most efficient solution • 2x Performance per mm2 • Support 1080HD and higher • 30+ Licensees • Silicon proven in multiple applications 2009 smaller faster cooler 30+ Licensees Vivante Marketplace GC2000 in 65LP 500 MHz 100 Mtri/s 1.0 Gpix/s 18 GFLOPS GC400 in 65LP 2.5 mm2 silicon 49 mW active 13 Mtri/s 125 Mpix/s CAMERA ∗ MOBILE PHONE ∗ NAVIGATION ∗ PRINTER ∗ AUTOMOTIVE ∗ NETBOOK ∗ MID ∗ SET-TOP BOX ∗ HDTV ∗ MOBILE GAMING DTV Digital Smartphone MID Blu-ray Picture Camera GPS Netbook Frame Set-top box 2009 Vivante Differentiation ScalarMorphicTM Architecture GC GPU Core Multiple dimensions of AHB AXI scalability for optimal Host Interface cost/area/power balance Memory Controller Unified shaders Scalable multicore design 3-D Pipeline Texture Hyper-threading virtually Engine Engine 3-D RenderingEngine eliminates latency effects Engine Simple integration Ultra-threaded Unified Shader Ultra-threadedUltra-threaded Unified Unified Shader Shader Low bus bandwidth Graphics Up to 256 threads per Shader Pipeline Pixel Produces a small area, Front Engine high performance End 2-D Pipeline 2-D Drawing and Scaling Engine 2009 Complete Graphics -
The Openvx™ Specification
The OpenVX™ Specification Version 1.0.1 Document Revision: r31169 Generated on Wed May 13 2015 08:41:43 Khronos Vision Working Group Editor: Susheel Gautam Editor: Erik Rainey Copyright ©2014 The Khronos Group Inc. i Copyright ©2014 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 specifica- tion 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 re-formatted AS LONG AS the contents of the specifi- cation 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 web-site should be included whenever possible with specification distributions. -
The Openvx™ Specification
The OpenVX™ Specification Version 1.2 Document Revision: dba1aa3 Generated on Wed Oct 11 2017 20:00:10 Khronos Vision Working Group Editor: Stephen Ramm Copyright ©2016-2017 The Khronos Group Inc. i Copyright ©2016-2017 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 specifica- tion 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 re-formatted AS LONG AS the contents of the specifi- cation 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 web-site should be included whenever possible with specification distributions. -
Performance Analysis of Intel Gen9.5 Integrated GPU Architecture
Performance Analysis of Intel Gen9.5 Integrated GPU Architecture Helder Francisco Pereira Duarte Thesis to obtain the Master of Science Degree in Electrical and Computer Engineering Supervisor(s): Doctor Aleksandar Ilic Examination Committee Chairperson: Doctor António Manuel Raminhos Cordeiro Grilo Supervisor: Doctor Aleksandar Ilic Member of the Committee: Doctor Ricardo Jorge Fernandes Chaves June 2018 Declaration I declare that this document is an original work of my own authorship and that it fulfills all the require- ments of the Code of Conduct and Good Practices of the Universidade de Lisboa. Acknowledgments I would like to thank my family and friends, whose support was paramount to the completion of this thesis, and to INESC-ID Lisboa, for providing the facilities in which this thesis was developed. In particular I would like to thank Diogo Marques for his tips that helped drive my research forward and, of course, to Prof. Aleksander for his incredible patience in dealing with me. i ii Resumo Recentemente os CPUs vemˆ equipados com placas graficas´ integradas. Este acoplamento tem o potencial de oferecer ganhos de desempenho consideraveis´ caso as ditas GPUs sejam usadas como aceleradores. No entanto, placas graficas´ integradas temˆ dificuldade em atingir os n´ıveis de desem- penho que placas discretas proporcionam devido ao menor numero´ de nucleos.´ Contudo, a sua prox- imidade com o CPU significa uma partilha de dados com menos sobrecargas associadas. Ademais, as vantagens de partilhar a hierarquia de memoria´ com o processador e o consumo de energia mais baixo que as placas discretas a` custa de desempenho permite atingir n´ıveis de eficienciaˆ energetica´ mais elevados. -
The Open Graphics Library (Opengl) Is Used for Visualizing 2D and 3D Data
The Open Graphics Library (OpenGL) is used for visualizing 2D and 3D data. It is a multipurpose open-standard graphics library that supports applications for 2D and 3D digital content creation, mechanical and architectural design, virtual prototyping, flight simulation, video games, and more. You use OpenGL to configure a 3D graphics pipeline and submit data to it. Vertices are transformed and lit, assembled into primitives, and rasterized to create a 2D image. OpenGL is designed to translate function calls into graphics commands that can be sent to underlying graphics hardware. Because this underlying hardware is dedicated to processing graphics commands, OpenGL drawing is typically very fast. Because OpenGL ES is a C-based API, it is extremely portable and widely supported. As a C API, it integrates seamlessly with Objective-C Cocoa Touch apps. The OpenGL ES specification does not define a windowing layer; instead, the hosting operating system must provide functions to create an OpenGL ES rendering context, which accepts commands, and a framebuffer, where the results of any drawing commands are written to. Working with OpenGL ES on iOS requires using iOS classes to set up and present a drawing surface and using platform-neutral API to render its contents. v Introduction to 3-D Graphics o Basic Terminology o 3-D Graphics Pipeline v Introduction to OpenGL ES API o What is OpenGL ES o OpenGL ES Standard libraries and headers o Naming conventions o Rendering Pipeline o State machine v iOS and OpenGL ES v The performance of OpenGL ES apps in iOS differs from that of OpenGL in OS X or other desktop operating systems. -
Copyright © COMP371 Computer Graphics Instructors Lecture Overview
COMP371 COMPUTER GRAPHICS SESSION 2 INTRODUCTION TO COMPUTER GRAPHICS Copyright © COMP371 Computer Graphics Instructors Lecture Overview ● Introduction to Computer Graphics ● Graphics pipeline ● OpenGL API ● Primitives: lines, polygons ● Attributes: color ● Example Copyright © COMP371 Computer Graphics Instructors 2 What is OpenGL? ▪ Low-level graphics library (API) for 2D/3D interactive graphics ▪ Originated from SGI’s GL in 1992 ▪ Current version 4.5 (2014) ▪ Future version 5.0 or Vulkan? ▪ Managed by Khronos Group (non-profit consortium) ▪ API is governed by Architecture Review Board (part of Khronos) ▪ Used in broadcasting, CAD/CAM/CAE, entertainment, medical imaging, and virtual reality to produce and display incredibly compelling 2D and 3D graphics. Copyright © COMP371 Computer Graphics Instructors 3 OpenGL API Programmer manages the graphics system functionality through the Application Programmer Interface (API) ▪ API: functions that specify what we need to form an image ▪ object(s), viewer, light source(s), materials ▪ Provides access to other information ▪ input from devices suchCopyright as © COMP371mouse Computer and Graphics keyboard Instructors 4 OpenGL is cross-platform ▪ Available for Windows, Linux, Mac ▪ A freeware OpenGL implementation is also available on Linux called Mesa ▪ Same code will work on different OSes ▪ most of the time with no modifications! Copyright © COMP371 Computer Graphics Instructors 5 What an OpenGL program does? From the programmer’s point of view: ▪ Specifies the geometric object(s) in the scene -
RZ/A1H Group Graphics Library "RGA" Introduction This Application Note Describes the Graphics Library RGA (Renesas Graphics Architecture) of RZ/A1H
Application Note RZ/A1H Group Graphics Library "RGA" Introduction This application note describes the Graphics Library RGA (Renesas Graphics Architecture) of RZ/A1H. The following lists features of the RGA. Allows high-speed drawing using the hardware acceleration. The API created based on the W3C standard HTML Canvas 2D Context achieves easy learning. In addition, the RGA provides C++API that is operable as an interface that is backward compatible with HTML Canvas 2D Context. The memory area provided by the application is available as a drawing destination or for input images. Allows drawing of translucent images and translucent drawing using an alpha mask. The RGA provides a conversion tool that can access image files as global variables. (This conversion tool operates on the host PC.) Target Device RZ/A1H Group RZ/A1M Group RZ/A1L Group When applying the sample program covered in this application note to another microcomputer, modify the program according to the specifications for the target microcomputer and conduct an extensive evaluation of the modified program. Restrictions This library is not compatible with the vector graphics supported by Renesas Graphics Processor for OpenVG™ (R-GPVG2). The hardware acceleration is used only for a part of drawing (Table 1-2), (6.11.1). RZ/A1L does not use hardware acceleration. And it cannot use a part of drawing. (Table 1-3) This library cannot be used in multiple threads. Use the RGA in a single thread. R01AN2162EJ0401 Rev.4.01 Page 1 of 144 Jan.27.21 RZ/A1H Group Graphics Library RGA Contents Graphics Library "RGA" .................................................................................................................