Opengl Shading Language

Total Page:16

File Type:pdf, Size:1020Kb

Opengl Shading Language The OpenGL® Shading Language Language Version: 3.30 Document Revision: 6 12-Feb-2010 Editor: John Kessenich, Intel Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-20092010 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 re-formatted 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 web-site should be included whenever possible with specification distributions. Khronos Group makes no, and expressly disclaims any, representations or warranties, express or implied, regarding this specification, including, without limitation, any implied warranties of merchantability or fitness for a particular purpose or non-infringement of any intellectual property. Khronos Group makes no, and expressly disclaims any, warranties, express or implied, regarding the correctness, accuracy, completeness, timeliness, and reliability of the specification. Under no circumstances will the Khronos Group, or any of its Promoters, Contributors or Members or their respective partners, officers, directors, employees, agents or representatives be liable for any damages, whether direct, indirect, special or consequential damages for lost revenues, lost profits, or otherwise, arising from or in connection with these materials. Khronos, OpenKODE, OpenKOGS, OpenVG, OpenMAX, OpenSL ES and OpenWF are trademarks of the Khronos Group Inc. COLLADA is a trademark of Sony Computer Entertainment Inc. used by permission by Khronos. OpenGL and OpenML are registered trademarks and the OpenGL ES logo is a trademark of Silicon Graphics Inc. used by permission by Khronos. All other product names, trademarks, and/or company names are used solely for identification and belong to their respective owners. 2 Table of Contents 1 Introduction.................................................................................................................................1 1.1 Acknowledgments................................................................................................................1 1.2 Changes ............................................................................................................................... 1 1.2.1 Changes from revision 5...............................................................................................1 1.2.2 Changes from revision 4...............................................................................................2 1.2.3 Changes from revision 3...............................................................................................2 1.2.4 Changes from revision 2 of version 3.30......................................................................2 1.2.5 Changes from revision 1 of version 3.30......................................................................2 1.2.6 Summary of Changes from Version 1.50 (all revisions).............................................. 2 1.3 Overview.............................................................................................................................. 3 1.4 Error Handling......................................................................................................................3 1.5 Typographical Conventions................................................................................................. 3 1.6 Deprecation.......................................................................................................................... 3 2 Overview of OpenGL Shading....................................................................................................4 2.1 Vertex Processor.................................................................................................................. 4 2.2 Geometry Processor............................................................................................................. 4 2.3 Fragment Processor..............................................................................................................4 3 Basics.......................................................................................................................................... 6 3.1 Character Set........................................................................................................................ 6 3.2 Source Strings...................................................................................................................... 6 3.3 Preprocessor......................................................................................................................... 7 3.4 Comments.......................................................................................................................... 12 3.5 Tokens................................................................................................................................13 3.6 Keywords............................................................................................................................13 3.7 Identifiers........................................................................................................................... 15 3.8 Static Use........................................................................................................................... 15 4 Variables and Types..................................................................................................................16 4.1 Basic Types........................................................................................................................ 16 4.1.1 Void............................................................................................................................ 19 4.1.2 Booleans..................................................................................................................... 19 4.1.3 Integers....................................................................................................................... 19 4.1.4 Floats.......................................................................................................................... 21 4.1.5 Vectors........................................................................................................................22 4.1.6 Matrices...................................................................................................................... 22 4.1.7 Samplers..................................................................................................................... 22 4.1.8 Structures....................................................................................................................23 4.1.9 Arrays......................................................................................................................... 24 4.1.10 Implicit Conversions................................................................................................ 26 4.2 Scoping...............................................................................................................................26 4.3 Storage Qualifiers...............................................................................................................28 3 4.3.1 Default Storage Qualifier............................................................................................29 4.3.2 Constant Qualifier...................................................................................................... 29 4.3.3 Constant Expressions................................................................................................. 29 4.3.4 Inputs.......................................................................................................................... 30 4.3.5 Uniform...................................................................................................................... 31 4.3.6 Outputs....................................................................................................................... 32 4.3.7 Interface Blocks..........................................................................................................33 4.3.8 Layout Qualifiers........................................................................................................36 4.3.8.1 Input Layout Qualifiers.......................................................................................36
Recommended publications
  • 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.
    [Show full text]
  • 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 .
    [Show full text]
  • 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.
    [Show full text]
  • 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).
    [Show full text]
  • 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.
    [Show full text]
  • The Opengl ES Shading Language
    The OpenGL ES® Shading Language Language Version: 3.20 Document Revision: 12 246 JuneAugust 2015 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost 1 Copyright (c) 2013-2015 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.
    [Show full text]
  • The Opengl ES Shading Language
    The OpenGL ES® Shading Language Language Version: 3.00 Document Revision: 6 29 January 2016 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright © 2008-2016 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.
    [Show full text]
  • Introduction to Opengl/GLSL and Webgl
    Introduction to OpenGL/GLSL and WebGL GLSL Objectives n Give you an overview of the software that you will be using this semester n OpenGL, WebGL, and GLSL n What are they? n How do you use them? n What does the code look like? n Evolution n All of them are required to write modern graphics code, although alternatives exist What is OpenGL? n An application programming interface (API) n A (low-level) Graphics rendering API n Generate high-quality images from geometric and image primitives Maximal Portability n Display device independent n Window system independent n Operating system independent Without a standard API (such as OpenGL) - impossible to port (100, 50) Line(100,50,150,80) - device/lib 1 (150, 100) Moveto(100,50) - device/lib 2 Lineto(150,100) Brief History of OpenGL n Originated from a proprietary API called Iris GL from Silicon Graphics, Inc. n Provide access to graphics hardware capabilities at the lowest possible level that still provides hardware independence n The evolution is controlled by OpenGL Architecture Review Board, or ARB. n OpenGL 1.0 API finalized in 1992, first implementation in 1993 n In 2006, OpenGL ARB became a worKgroup of the Khronos Group n 10+ revisions since 1992 OpenGL Evolution n 1.1 (1997): vertex arrays and texture objects n 1.2 (1998): 3D textures n 1.3 (2001): cubemap textures, compressed textures, multitextures n 1.4 (2002): mipmap Generation, shadow map textures, etc n 1.5 (2003): vertex buffer object, shadow comparison functions, occlusion queries, non- power-of-2 textures OpenGL Evolution n
    [Show full text]
  • Opengl® ES™ 3.0 Programming Guide, Second Edition
    Praise for OpenGL® ES™ 3.0 Programming Guide, Second Edition “As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.” —Rick Tewell, Graphics Technology Architect, Freescale “This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.” —Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net “The second edition of OpenGL® ES™ 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. We’d recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.” —Kristof Beets, Business Development, Imagination Technologies “This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.” —Jed Fisher, Managing Partner, 4D Pipeline “This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming.
    [Show full text]
  • Opengl Shading Language Course Chapter 1 – Introduction to GLSL By
    OpenGL Shading Language Course Chapter 1 – Introduction to GLSL By Jacobo Rodriguez Villar [email protected] TyphoonLabs’ GLSL Course 1/29 CHAPTER 1: INTRODUCTION INDEX An Introduction to Programmable Hardware 3 Brief History of the OpenGL Programmable Hardware Pipeline 3 Fixed Function vs. Programmable Function 5 Programmable Function Scheme 6 Fixed Function Scheme 7 Shader 'Input' Data 7 Uniform Variables 7 Vertex Attributes 9 Varying Variables 10 Shader 'Output' Data 12 Vertex Shader 12 Fragment Shader 12 Simple GLSL Shader Example 13 Shader Designer IDE 16 User Interface 16 Toolbar 17 Menu 17 State Properties 22 Light States 22 Vertex States 24 Fragment States 25 Code Window 26 Uniform Variables Manager 27 TyphoonLabs’ GLSL Course 2/29 An Introduction to Programmable Hardware Brief history of the OpenGL Programmable Hardware Pipeline 2000 Card(s) on the market: GeForce 2, Rage 128, WildCat, and Oxygen GVX1 These cards did not use any programmability within their pipeline. There were no vertex and pixel shaders or even texture shaders. The only programmatically think was the register combiners. Multi-texturing and additive blending were used to create clever effects and unique materials. 2001 Card(s) on the market: GeForce 3, Radeon 8500 With GeForce 3, NVIDIA introduced programmability into the vertex processing pipeline, allowing developers to write simple 'fixed-length' vertex programs using pseudo-assembler style code. Pixel processing was also improved with the texture shader, allowing more control over textures. ATI added similar functionality including some VS and FS extensions (EXT_vertex_shader and ATI_fragment_shader) Developers could now interpolate, modulate, replace, and decal between texture units, as well as extrapolate or combine with constant colors.
    [Show full text]
  • Advanced Graphics Opengl and Shaders I
    Advanced Graphics OpenGL and Shaders I 1 Alex Benton, University of Cambridge – [email protected] Supported in part by Google UK, Ltd 3D technologies today Java OpenGL ● Common, re-usable language; ● Open source with many well-designed implementations ● Steadily increasing popularity in ● Well-designed, old, and still evolving industry ● Fairly cross-platform ● Weak but evolving 3D support DirectX/Direct3d (Microsoft) C++ ● Microsoft™ only ● Long-established language ● Dependable updates ● Long history with OpenGL Mantle (AMD) ● Long history with DirectX ● Targeted at game developers ● Losing popularity in some fields (finance, web) but still strong in ● AMD-specific others (games, medical) Higher-level commercial libraries JavaScript ● RenderMan ● WebGL is surprisingly popular ● AutoDesk / SoftImage 2 OpenGL OpenGL is… A state-based renderer ● Hardware-independent ● many settings are configured ● Operating system independent before passing in data; rendering ● Vendor neutral behavior is modified by existing On many platforms state ● Great support on Windows, Mac, Accelerates common 3D graphics linux, etc operations ● Support for mobile devices with ● Clipping (for primitives) OpenGL ES ● Hidden-surface removal ● Android, iOS (but not (Z-buffering) Windows Phone) ● Texturing, alpha blending ● Android Wear watches! NURBS and other advanced ● Web support with WebGL primitives (GLUT) 3 Mobile GPUs ● OpenGL ES 1.0-3.2 ● A stripped-down version of OpenGL ● Removes functionality that is not strictly necessary on mobile devices (like recursion!) ● Devices ● iOS: iPad, iPhone, iPod Touch OpenGL ES 2.0 rendering (iOS) ● Android phones ● PlayStation 3, Nintendo 3DS, and more 4 WebGL ● JavaScript library for 3D rendering in a web browser ● Based on OpenGL ES 2.0 ● Many supporting JS libraries ● Even gwt, angular, dart..
    [Show full text]
  • A Hardware-Aware Debugger for the Opengl Shading Language
    Graphics Hardware (2007) Timo Aila and Mark Segal (Editors) A Hardware-Aware Debugger for the OpenGL Shading Language Magnus Strengert, Thomas Klein, and Thomas Ertl Institute for Visualization and Interactive Systems Universität Stuttgart Abstract The enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated programming tools. As the application domain for GPU-based algorithms extends beyond traditional computer graphics, shader programs become more and more complex. The turn-around time for debugging, profiling, and optimizing GPU-based algorithms is now a critical factor in application development which is not addressed adequately by the tools available. In this paper we present a generic, minimal intrusive, and application-transparent solution for debugging OpenGL Shading Language programs, which for the first time fully supports GLSL 1.2 vertex and fragment shaders plus the recent geometry shader extension. By transparently instrumenting the shader program we retrieve information directly from the hardware pipeline and provide data for visual debugging and program analysis. Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities – Soft- ware Support I.3.8 [Computer Graphics]: Methodology and Techniques – Languages D.2.5 [Software]: Software Engineering – Testing and Debugging 1. Introduction bugging and code analysis tools, did not keep up with the rapid advances of the hardware and software interface. As Graphics processing units have evolved into highly flex- a result, developers typically spend quite a large amount of ible, massively parallel computing architectures and have time locating and debugging programming errors.
    [Show full text]