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A Cross-Platform Evaluation of Graphics Shader Compiler
Edinburgh Research Explorer A Cross-platform Evaluation of Graphics Shader Compiler Optimization Citation for published version: Crawford, L & O'Boyle, M 2018, A Cross-platform Evaluation of Graphics Shader Compiler Optimization. in Proceedings of The International Symposium on Performance Analysis of Systems and Software 2018. Institute of Electrical and Electronics Engineers (IEEE), Belfast, UK, pp. 219-228, 2018 IEEE International Symposium on Performance Analysis of Systems and Software, Belfast, United Kingdom, 2/04/18. https://doi.org/10.1109/ISPASS.2018.00035 Digital Object Identifier (DOI): 10.1109/ISPASS.2018.00035 Link: Link to publication record in Edinburgh Research Explorer Document Version: Peer reviewed version Published In: Proceedings of The International Symposium on Performance Analysis of Systems and Software 2018 General rights Copyright for the publications made accessible via the Edinburgh Research Explorer is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The University of Edinburgh has made every reasonable effort to ensure that Edinburgh Research Explorer content complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 07. Oct. 2021 A Cross-platform Evaluation of Graphics Shader Compiler Optimization Lewis Crawford, Michael O’Boyle School of Informatics, University of Edinburgh, UK Abstract—For real-time graphics applications such as games and virtual reality, performance is crucial to provide a smooth user experience. -
How to Manually Switch Graphics Cards Macbook Pro
How To Manually Switch Graphics Cards Macbook Pro How to manually switch between dedicated and integrated graphics Is there a "hack" to switch between graphics processors on the Retina Display MacBook Pro makes it possible to easily switch between graphics cards manually on these. gpu-switch is an application that allows to switch between the graphic cards of dual-GPU Macbook Pro models. On these computers, the "automatic graphics switching" option is turned on by how to determine which graphics card is in use on a 15" or 17" MacBook Pro. MacBook Pro models that were affected by this problem would often have visual the picture above for a half a second while switching between graphics cards). capsule backup in this mode so have to keep manually backing up my data. When using a Mac that supports automatic graphics switching, the system will Two entries should appear under Video Card: "Intel HD Graphics 4000". Installing Arch Linux on a MacBook (Air/Pro) or an iMac is quite similar to installing it on any other computer. Boot installation medium and switch to a free tty. and work through until you get to Prepare Hard Drive and use the "Manually configure block devices. Different MacBook models have different graphic cards. How To Manually Switch Graphics Cards Macbook Pro Read/Download Several support threads discussing issue related to GPU switching. Some early Retina-equipped MacBook Pro users are seeing graphical issues in Safari. Earlier "Late 2008" and "Mid-2009" MacBook Pro models equipped with dual graphics A tool called gfxCardStatus allows to switch it manually: gfx.io/. -
Op E N So U R C E Yea R B O O K 2 0
OPEN SOURCE YEARBOOK 2016 ..... ........ .... ... .. .... .. .. ... .. OPENSOURCE.COM Opensource.com publishes stories about creating, adopting, and sharing open source solutions. Visit Opensource.com to learn more about how the open source way is improving technologies, education, business, government, health, law, entertainment, humanitarian efforts, and more. Submit a story idea: https://opensource.com/story Email us: [email protected] Chat with us in Freenode IRC: #opensource.com . OPEN SOURCE YEARBOOK 2016 . OPENSOURCE.COM 3 ...... ........ .. .. .. ... .... AUTOGRAPHS . ... .. .... .. .. ... .. ........ ...... ........ .. .. .. ... .... AUTOGRAPHS . ... .. .... .. .. ... .. ........ OPENSOURCE.COM...... ........ .. .. .. ... .... ........ WRITE FOR US ..... .. .. .. ... .... 7 big reasons to contribute to Opensource.com: Career benefits: “I probably would not have gotten my most recent job if it had not been for my articles on 1 Opensource.com.” Raise awareness: “The platform and publicity that is available through Opensource.com is extremely 2 valuable.” Grow your network: “I met a lot of interesting people after that, boosted my blog stats immediately, and 3 even got some business offers!” Contribute back to open source communities: “Writing for Opensource.com has allowed me to give 4 back to a community of users and developers from whom I have truly benefited for many years.” Receive free, professional editing services: “The team helps me, through feedback, on improving my 5 writing skills.” We’re loveable: “I love the Opensource.com team. I have known some of them for years and they are 6 good people.” 7 Writing for us is easy: “I couldn't have been more pleased with my writing experience.” Email us to learn more or to share your feedback about writing for us: https://opensource.com/story Visit our Participate page to more about joining in the Opensource.com community: https://opensource.com/participate Find our editorial team, moderators, authors, and readers on Freenode IRC at #opensource.com: https://opensource.com/irc . -
Vulkan Loader Deep Dive Mark Young and Lenny Komow Welcome! Who We Are
Vulkan Loader Deep Dive Mark Young and Lenny Komow Welcome! Who We Are.. • LunarG: – Software engineering firm focusing on Graphics and Shader technologies – Valve provides financing to support Vulkan Ecosystem: • Vulkan desktop loader • Validation layers • Tools (Trace/Replay, VIA) • Mark Young: – Current Vulkan desktop loader owner – OpenGL User-Mode drivers 9.5 years (ATI/AMD) – DirectX Kernel-Mode drivers 5 years (Qualcomm) • Lenny Komow – Desktop Loader support (working towards co-owner) – 2D/3D ECAD rendering 1.5 years (Cadence Design) Ask Yourself, “What Do I Want to Learn?” “You’ve got to be very careful if you don’t know where you are going, because you might not get there.” -Yogi Berra What This Is Not... • An introduction to Vulkan • A Vulkan tutorial on writing: – Applications Don’t abandon ship yet! – Layers – Drivers • An overview of using Validation Layers Look for that and more on the Khronos Vulkan Resources page We Will Be Covering... - A detailed look at the Vulkan Loader and its interfaces to: - Applications - Drivers - Layers - Debug settings - Possible optimizations Vulkan App Developer View Loader Position (High-Level) Really Loader(s) Plural • Intent is only one loader to rule them all, but reality is – Two different loaders: • Desktop Loader – Same source used for Linux/Windows • Android Loader – Nougat+ devices • Still, one loader interface design (in GitHub and LunarG Vulkan SDK) Loader Interface Doc • Available in Vulkan-LoaderAndValidationLayers Github ./loader/LoaderAndLayerInterface.md • Valid for all Vulkan -
Versapipe: a Versatile Programming Framework for Pipelined Computing on GPU
VersaPipe: A Versatile Programming Framework for Pipelined Computing on GPU Zhen Zheng Chanyoung Oh Jidong Zhai Tsinghua University University of Seoul Tsinghua University [email protected] [email protected] [email protected] Xipeng Shen Youngmin Yi Wenguang Chen North Carolina State University University of Seoul Tsinghua University [email protected] [email protected] [email protected] ABSTRACT 1 INTRODUCTION Pipeline is an important programming pattern, while GPU, designed Pipeline parallel programming is commonly used to exert the full mostly for data-level parallel executions, lacks an ecient mecha- parallelism of some important applications, ranging from face detec- nism to support pipeline programming and executions. This paper tion to network packet processing, graph rendering, video encoding provides a systematic examination of various existing pipeline exe- and decoding [11, 31, 34, 42, 46]. A pipeline program consists of a cution models on GPU, and analyzes their strengths and weaknesses. chain of processing stages, which have a producer-consumer rela- To address their shortcomings, this paper then proposes three new tionship. The output of a stage is the input of the next stage. Figure 1 execution models equipped with much improved controllability, shows Reyes rendering pipeline [12], a popular image rendering al- including a hybrid model that is capable of getting the strengths gorithm in computer graphics. It uses one recursive stage and three of all. These insights ultimately lead to the development of a soft- other stages to render an image. In general, any programs that have ware programming framework named VersaPipe. With VersaPipe, multiple stages with the input data going through these stages in users only need to write the operations for each pipeline stage. -
The State of Vulkan on Apple 03June 2021
The State of Vulkan on Apple Devices Why you should be developing for the Apple ecosystem with Vulkan, and how to do it. Richard S. Wright Jr., LunarG June 3, 2021 If you are reading this, you likely already know what Vulkan is -- a low-overhead, high-performance, cross-platform, graphics and compute API designed to take maximum advantage of today's highly parallel and scalable graphics and compute hardware. To be sure, there are other APIs with this goal such as Microsoft’s DirectX and Apple’s Metal API. For a long time OpenGL matured to meet the needs of rapidly evolving hardware and met well the challenges of cross-platform development of high-performance graphics applications. OpenGL will remain viable for a very long time for many applications (and can actually be layered on top of Vulkan), but to take maximum advantage of modern hardware, a new and somewhat reinvented approach is called for. Everyone does not need the level of control that Vulkan provides, but if you do, you can think of Vulkan as a lower-level successor to OpenGL in that it attempts to enable highly portable, yet high-performance, application development across desktop and mobile device platforms. Writing platform specific code does have its advantages, and vendors such as Microsoft and Apple certainly adore having best of breed titles available exclusively for their customers as it adds value to their ecosystem. For developers though, it is often in our best interests to make our products available as widely as possible. Aside from gaming consoles with their mostly closed development environments, Windows, Linux, Apple, and Android combined represent most of the market for developers of end user software and games today. -
Hard Disk Drive
V10.1.00 Preface Notice The company reserves the right to revise this publication or to change its contents without notice. Information contained herein is for reference only and does not constitute a commitment on the part of the manufacturer or any subsequent vendor. They assume no responsibility or liability for any errors or inaccuracies that may appear in this publication nor are they in anyway responsible for any loss or damage resulting from the use (or misuse) of this publication. This publication and any accompanying software may not, in whole or in part, be reproduced, translated, trans- mitted or reduced to any machine readable form without prior consent from the vendor, manufacturer or creators of this publication, except for copies kept by the user for backup purposes. Brand and product names mentioned in this publication may or may not be copyrights and/or registered trade- marks of their respective companies. They are mentioned for identification purposes only and are not intended as an endorsement of that product or its manufacturer. ©May 2010 Trademarks Intel and Intel Core are trademarks/registered trademarks of Intel Corporation. I Preface R&TTE Directive This device is in compliance with the essential requirements and other relevant provisions of the R&TTE Direc- tive 1999/5/EC. This device will be sold in the following EEA countries: Austria, Italy, Belgium, Liechtenstein, Denmark, Lux- embourg, Finland, Netherlands, France, Norway, Germany, Portugal, Greece, Spain, Iceland, Sweden, Ireland, United Kingdom, Cyprus, Czech Republic, Estonia, Hungary, Latvia, Lithuania, Malta, Slovakia, Poland, Slov- enia. II Preface FCC Statement (Federal Communications Commission) You are cautioned that changes or modifications not expressly approved by the party responsible for compliance could void the user's authority to operate the equipment. -
GRAPHICS PROGRAMMING THEN and NOW How the Ways of Showing Pixels on Screen Have Changed
Aatu Mikkonen GRAPHICS PROGRAMMING THEN AND NOW How the ways of showing pixels on screen have changed GRAPHICS PROGRAMMING THEN AND NOW How the ways of showing pixels on screen have changed Aatu Mikkonen Bachelor’s Thesis Spring 2021 Bachelor’s Degree of Information Tech- nology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Bachelor’s degree of Information technology Author(s): Aatu Mikkonen Title of the thesis: Graphics Programming Then and Now Thesis examiner(s): Kari Laitinen Term and year of thesis completion: Spring 2021 Pages: 20 Graphics programming is relatively unknown form of programming even though everyone uses its capabilities every day, e.g., writing documents, creating art on a computer and playing or creating video games. Graphics programming, at least in Finland, does not have much literature written for it. The purpose of this report is to examine how the graphics programming has evolved from the old times to modern times, and examine how the tools for writing graphics programming has changed. The author applied background knowledge learned in school and in free time about the research. The work was carried out by using the internet with search engines and online documentation searches. A variety of books, videos, articles and documentation pages were used as materials. The main results are a brief overview on the differences in graphics programming from the old times to modern times, descriptions on the areas graphics programming handles and a small example on the implementation of graphics program. Keywords: graphics, graphics programming, graphics history, api CONTENTS TERMINOLOGY AND ABBREVIATIONS ..................................................................................... -
KHRONOS GROUP Update to Web3d
Update to Web3D Los Angeles, July 2019 Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected] | @neilt3d ® © Khronos Group 2019 © Khronos® Group Inc. 2019 - Page 1 Active Khronos Standards 3D Commerce Working Group Announced at SIGGRAPH! Khronos is an open, member-driven industry consortium developing royalty-free standards, to harness the power of silicon acceleration for demanding graphics rendering and computationally intensive applications © Khronos® Group Inc. 2019 - Page 2 Vulkan Explicit GPU Control Simpler drivers - application has the best knowledge for holistic optimization – no ‘driver magic’ Complex drivers Application cause overhead Single thread per context Explicit creation of API objects and inconsistent Application before usage – efficient, behavior across Memory allocation Multiple Front-end predictable execution vendors Thread management Explicit Synchronization Compilers Easier portability - no fighting High-level Driver GLSL, HLSL etc. Always active Multi-threaded generation with different vendor heuristics of command buffers error handling Abstraction Layered GPU Control Validation and debug layers Full GLSL Context management SPIR-V loaded only when needed preprocessor and Memory allocation pre-compiled shaders compiler in Full GLSL compiler SPIR-V intermediate language: Error detection driver Thin Driver Loadable debug and shading language flexibility Explicit GPU Control validation layers OpenGL vs. Unified API across mobile and OpenGL ES desktop platforms GPU GPU Multiple graphics, command and DMA queues A Graphics API A GPU API © Khronos® Group Inc. 2019 - Page 3 Pervasive Vulkan Major GPU Companies supporting Vulkan for Desktop and Mobile Platforms http://vulkan.gpuinfo.org/ Platforms Consoles Desktop Mobile (Android 7.0+) Media Players Virtual Reality Cloud Services Game Streaming Embedded Game Engines Croteam Serious Engine © Khronos® Group Inc. -
Intel740™ Graphics Accelerator
Intel740™ Graphics Accelerator Software Developer’s Manual September 1998 Order Number: 290617-003 Information in this document is provided in connection with Intel products. No license, express or implied, by estoppel or otherwise, to any intellectual property rights is granted by this document. Except as provided in Intel's Terms and Conditions of Sale for such products, Intel assumes no liability whatsoever, and Intel disclaims any express or implied warranty, relating to sale and/or use of Intel products including liability or warranties relating to fitness for a particular purpose, merchantability, or infringement of any patent, copyright or other intellectual property right. Intel products are not intended for use in medical, life saving, or life sustaining applications. Intel may make changes to specifications and product descriptions at any time, without notice. The Intel740 graphics accelerator may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available upon request. I2C is a two-wire communications bus/protocol developed by Philips. SMBus is a subset of the I2C bus/protocol and was developed by Intel. Implementations of the I2C bus/protocol or the SMBus bus/protocol may require licenses from various entities, including Philips Electronics N.V. and North American Philips Corporation. Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your product order. Copies of documents which have an ordering number and are referenced in this document, or other Intel literature, may be obtained from: http://www.intel.com or call 1-800-548-4725 Copyright © Intel Corporation, 1997-1998 *Third-party brands and names are the property of their respective owners. -
Release V0.1-Alpha.3 Inexor Collective
Inexor Vulkan Renderer Release v0.1-alpha.3 Inexor Collective Sep 29, 2021 CONTENTS 1 Documentation 3 1.1 Development...............................................3 1.2 Source Code............................................... 57 1.3 How to contribute............................................ 162 1.4 Frequently asked questions........................................ 167 1.5 Changelog................................................ 172 1.6 Helpful Links............................................... 174 1.7 Source Code License........................................... 177 1.8 Contact us................................................ 177 1.9 Frequently asked questions........................................ 178 Index 185 i ii Inexor Vulkan Renderer, Release v0.1-alpha.3 Inexor is a MIT-licensed open-source project which develops a new 3D octree game engine by combining modern C++ with Vulkan API. CONTENTS 1 Inexor Vulkan Renderer, Release v0.1-alpha.3 2 CONTENTS CHAPTER ONE DOCUMENTATION Quickstart: Building Instructions (Windows/Linux)& Getting started 1.1 Development 1.1.1 Supported platforms • Vulkan API is completely platform-agnostic, which allows it to run on various operating systems. • The required drivers for Vulkan are usually part of your graphic card’s drivers. • Update your graphics drivers as often as possible since new drivers with Vulkan updates are released frequently. • Driver updates contain new features, bug fixes, and performance improvements. • Check out Khronos website for more information. Microsoft Windows • We support x64 Microsoft Windows 8, 8.1 and 10. • We have build instructions for Windows. Linux • We support every x64 Linux distribution for which Vulkan drivers exist. • We have specific build instructions for Gentoo and Ubuntu. • If you have found a way to set it up for other Linux distributions, please open a pull request and let us know! macOS and iOS • We do not support macOS or iOS because it would require us to use MoltenVK to get Vulkan running on Mac OS. -
Compute Shader in Image Processing Development∗
Compute Shader in Image Processing Development∗ Robert Tornai, Péter Fürjes-Benke University of Debrecen, Faculty of Informatics [email protected] [email protected] Proceedings of the 1st Conference on Information Technology and Data Science Debrecen, Hungary, November 6–8, 2020 published at http://ceur-ws.org Abstract This paper will present the OpenGL compute shader implementation of the BlackRoom software. BlackRoom is a platform-independent image pro- cessing program, which supports multiple execution branches like Vulkan fragment shader, OpenGL fragment shader, and CPU-based rendering. In order to support a wider range of devices with different amounts of mem- ory, users can utilize tile rendering, and the program can be run in browsers thanks to the WebAssembly format. Thanks to our program’s built-in benchmark system, the performance dif- ferences between the implemented CPU- and GPU-based executing branches can be easily determined. We made a comprehensive comparison between the rendering performance of our CPU, OpenGL compute shader, fragment shader and Vulkan fragment shader branches. Latter is under development, which induces a relatively higher runtime presently. A further aim is to optimize our algorithms, which are using Vulkan API. Besides that, the program will be capable of rendering multiple effects at once with Vulkan fragment shader. Furthermore, the available GPU rendering and multi-threading features are planned to be enabled for WebAssembly platform yielded by the Qt framework [2]. Keywords: Image processing, benchmark, CPU, shaders, Vulkan, OpenGL AMS Subject Classification: 65D18, 68U10, 97R60 Copyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).