Salta al contenuto
0
  • Categorie
  • Recenti
  • Tag
  • Popolare
  • Mondo
  • Utenti
  • Gruppi
  • Categorie
  • Recenti
  • Tag
  • Popolare
  • Mondo
  • Utenti
  • Gruppi
Collassa

Forum Federato

Di Piero Bosio
  1. Home
  2. Categorie
  3. Senza categoria
  4. GDC 2014: "Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)" by Cass Everitt, Tim Foley, John McDonald, Graham Sellers of NVIDIA, Intel, NVIDIA, AMD https://gdcvault.com/play/1020791/Approaching-Zero-Driver-Overhead-in

GDC 2014: "Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)" by Cass Everitt, Tim Foley, John McDonald, Graham Sellers of NVIDIA, Intel, NVIDIA, AMD https://gdcvault.com/play/1020791/Approaching-Zero-Driver-Overhead-in

Pianificato Fissato Bloccato Spostato Senza categoria
23 Post 5 Autori 0 Visualizzazioni
  • Da Vecchi a Nuovi
  • Da Nuovi a Vecchi
  • Più Voti
Rispondi
  • Topic risposta
Effettua l'accesso per rispondere
Questa discussione è stata eliminata. Solo gli utenti con diritti di gestione possono vederla.
  • GDC Presentation Reviewsundefined GDC Presentation Reviews

    @TomF

    I do think it is interesting, though, that Vulkan is in the same general situation now… the OpenGL registry lists 337 ARB or KHR or EXT extensions across the past 33 years, and the Vulkan registry lists 273 KHR or EXT extensions across the past 9 years.

    I don’t think it’s a coincidence; I think it’s actually a result of the work flow that Khronos uses.

    Josh Simmonsundefined Questo utente è esterno a questo forum
    Josh Simmonsundefined Questo utente è esterno a questo forum
    Josh Simmons
    scritto su ultima modifica di
    #9

    @GDCPresoReviews @TomF I think it's also just an issue of such diverging hardware capabilities, combined with the desire for low level access. It's a lot less bad if you filter for the ones appropriate for a given device class. At least in CPU land Intel and AMD mostly straight up copy each others ISA extensions.

    Josh Simmonsundefined Tom Forsythundefined 2 Risposte Ultima Risposta
    • Josh Simmonsundefined Josh Simmons

      @GDCPresoReviews @TomF I think it's also just an issue of such diverging hardware capabilities, combined with the desire for low level access. It's a lot less bad if you filter for the ones appropriate for a given device class. At least in CPU land Intel and AMD mostly straight up copy each others ISA extensions.

      Josh Simmonsundefined Questo utente è esterno a questo forum
      Josh Simmonsundefined Questo utente è esterno a questo forum
      Josh Simmons
      scritto su ultima modifica di
      #10

      @GDCPresoReviews @TomF like extension bloat is certainly annoying, but mostly you never even consider using most of them. Otoh things like push constants combined with buffer device address, dynamic rendering, etc are *hugely* simplifying (and core vulkan!) but if you need to support mobile it's not happening. Imo extensions have the scary numbers, but the variety of ways to implement even the most basic things like "how to send data to shader" is the true pain of learning and using the api.

      GDC Presentation Reviewsundefined 1 Risposta Ultima Risposta
      • Josh Simmonsundefined Josh Simmons

        @GDCPresoReviews @TomF like extension bloat is certainly annoying, but mostly you never even consider using most of them. Otoh things like push constants combined with buffer device address, dynamic rendering, etc are *hugely* simplifying (and core vulkan!) but if you need to support mobile it's not happening. Imo extensions have the scary numbers, but the variety of ways to implement even the most basic things like "how to send data to shader" is the true pain of learning and using the api.

        GDC Presentation Reviewsundefined Questo utente è esterno a questo forum
        GDC Presentation Reviewsundefined Questo utente è esterno a questo forum
        GDC Presentation Reviews
        scritto su ultima modifica di
        #11

        @dotstdy @TomF

        Right, I think that’s why I had such a strong reaction to this AZDO talk in particular. The techniques they were describing weren’t iterative improvements on top of what you already have. They were describing fundamentally changing how your algorithms are structured. And they described a few different ways to do it, and indicated that you should use whichever is supported by the user’s device at runtime. Which just seems totally untenable to me.

        GDC Presentation Reviewsundefined 1 Risposta Ultima Risposta
        • Josh Simmonsundefined Josh Simmons

          @GDCPresoReviews @TomF I think it's also just an issue of such diverging hardware capabilities, combined with the desire for low level access. It's a lot less bad if you filter for the ones appropriate for a given device class. At least in CPU land Intel and AMD mostly straight up copy each others ISA extensions.

          Tom Forsythundefined Questo utente è esterno a questo forum
          Tom Forsythundefined Questo utente è esterno a questo forum
          Tom Forsyth
          scritto su ultima modifica di
          #12

          @dotstdy @GDCPresoReviews Heh - eventually. And usually the second one to get there does it better because they have a bit of hindsight. AMD has the best implementation of AVX512 so far 🙂

          Anders Lindqvistundefined 1 Risposta Ultima Risposta
          • GDC Presentation Reviewsundefined GDC Presentation Reviews

            @dotstdy @TomF

            Right, I think that’s why I had such a strong reaction to this AZDO talk in particular. The techniques they were describing weren’t iterative improvements on top of what you already have. They were describing fundamentally changing how your algorithms are structured. And they described a few different ways to do it, and indicated that you should use whichever is supported by the user’s device at runtime. Which just seems totally untenable to me.

            GDC Presentation Reviewsundefined Questo utente è esterno a questo forum
            GDC Presentation Reviewsundefined Questo utente è esterno a questo forum
            GDC Presentation Reviews
            scritto su ultima modifica di
            #13

            @dotstdy @TomF

            I’ve heard others make the point I’m trying to make like this: if you use this dialect of the technology, would it recognize itself in the mirror?

            Meaning, like, does the AZDO dialect of OpenGL look like OpenGL? Does it smell like OpenGL?

            For comparison: you can write C++ style code but spell it in Lisp, and you can write Lisp style code but spell it in C++, and both of those are poor uses of programming languages

            Tom Forsythundefined 1 Risposta Ultima Risposta
            • Tom Forsythundefined Tom Forsyth

              @dotstdy @GDCPresoReviews Heh - eventually. And usually the second one to get there does it better because they have a bit of hindsight. AMD has the best implementation of AVX512 so far 🙂

              Anders Lindqvistundefined Questo utente è esterno a questo forum
              Anders Lindqvistundefined Questo utente è esterno a questo forum
              Anders Lindqvist
              scritto su ultima modifica di
              #14

              @TomF @dotstdy @GDCPresoReviews Can’t intel have hindsight now and redo it? Spec is the same I guess. Sunk cost stopping them?

              Tom Forsythundefined 1 Risposta Ultima Risposta
              • GDC Presentation Reviewsundefined GDC Presentation Reviews

                @dotstdy @TomF

                I’ve heard others make the point I’m trying to make like this: if you use this dialect of the technology, would it recognize itself in the mirror?

                Meaning, like, does the AZDO dialect of OpenGL look like OpenGL? Does it smell like OpenGL?

                For comparison: you can write C++ style code but spell it in Lisp, and you can write Lisp style code but spell it in C++, and both of those are poor uses of programming languages

                Tom Forsythundefined Questo utente è esterno a questo forum
                Tom Forsythundefined Questo utente è esterno a questo forum
                Tom Forsyth
                scritto su ultima modifica di
                #15

                @GDCPresoReviews @dotstdy Totally true, but even by the time of AZDO, it's a totally legit question to ask "what does OpenGL look like anyway?" It was an old old API, and had gone through so many revisions. It doesn't help that most extensions, even the official ones, were written as deltas on previous docs!

                Josh Simmonsundefined 1 Risposta Ultima Risposta
                • Anders Lindqvistundefined Anders Lindqvist

                  @TomF @dotstdy @GDCPresoReviews Can’t intel have hindsight now and redo it? Spec is the same I guess. Sunk cost stopping them?

                  Tom Forsythundefined Questo utente è esterno a questo forum
                  Tom Forsythundefined Questo utente è esterno a questo forum
                  Tom Forsyth
                  scritto su ultima modifica di
                  #16

                  @breakin @dotstdy @GDCPresoReviews They did! That's what AVX10 is. And I mostly think it's a good idea. It sucks that you can't rely on 512-bit support, but that's a physical limit, and I'll just have to accept the designers' words that they can't make it work. But given that, AVX10 is very acceptable.

                  Anders Lindqvistundefined 1 Risposta Ultima Risposta
                  • Tom Forsythundefined Tom Forsyth

                    @GDCPresoReviews @dotstdy Totally true, but even by the time of AZDO, it's a totally legit question to ask "what does OpenGL look like anyway?" It was an old old API, and had gone through so many revisions. It doesn't help that most extensions, even the official ones, were written as deltas on previous docs!

                    Josh Simmonsundefined Questo utente è esterno a questo forum
                    Josh Simmonsundefined Questo utente è esterno a questo forum
                    Josh Simmons
                    scritto su ultima modifica di
                    #17

                    @TomF @GDCPresoReviews deltas are the most annoying part of khronos extensions, but at least these days for vulkan extensions they're publishing a "wtf is this" document as well, which goes a surprisingly long way towards improving things. e.g. https://github.com/KhronosGroup/Vulkan-Docs/blob/main/proposals/VK_KHR_shader_quad_control.adoc

                    1 Risposta Ultima Risposta
                    1
                    • Oblomovundefined Oblomov ha condiviso questa discussione
                    • Tom Forsythundefined Tom Forsyth

                      @breakin @dotstdy @GDCPresoReviews They did! That's what AVX10 is. And I mostly think it's a good idea. It sucks that you can't rely on 512-bit support, but that's a physical limit, and I'll just have to accept the designers' words that they can't make it work. But given that, AVX10 is very acceptable.

                      Anders Lindqvistundefined Questo utente è esterno a questo forum
                      Anders Lindqvistundefined Questo utente è esterno a questo forum
                      Anders Lindqvist
                      scritto su ultima modifica di
                      #18

                      @TomF @dotstdy @GDCPresoReviews Interesting! Almost seems as if one might have a different program running on the e-cores with this!

                      Edit: seems like this is no different from avx512.

                      Tom Forsythundefined 1 Risposta Ultima Risposta
                      • Anders Lindqvistundefined Anders Lindqvist

                        @TomF @dotstdy @GDCPresoReviews Interesting! Almost seems as if one might have a different program running on the e-cores with this!

                        Edit: seems like this is no different from avx512.

                        Tom Forsythundefined Questo utente è esterno a questo forum
                        Tom Forsythundefined Questo utente è esterno a questo forum
                        Tom Forsyth
                        scritto su ultima modifica di
                        #19

                        @breakin @dotstdy @GDCPresoReviews AVX10 just means a core can support "AVX256" (i.e. AVX512 features but half the width) without supporting the full 512 bits, which is difficult for the small cores. So that's a good thing.

                        Jari Komppa 🇫🇮undefined 1 Risposta Ultima Risposta
                        • Tom Forsythundefined Tom Forsyth

                          @breakin @dotstdy @GDCPresoReviews AVX10 just means a core can support "AVX256" (i.e. AVX512 features but half the width) without supporting the full 512 bits, which is difficult for the small cores. So that's a good thing.

                          Jari Komppa 🇫🇮undefined Questo utente è esterno a questo forum
                          Jari Komppa 🇫🇮undefined Questo utente è esterno a questo forum
                          Jari Komppa 🇫🇮
                          scritto su ultima modifica di
                          #20

                          @TomF @breakin @dotstdy @GDCPresoReviews IMO intel should just support avx512 even in e-cores, even if it means being really, really slow. It's more important that a feature works than that it's fast. But that's just my take.

                          Josh Simmonsundefined 1 Risposta Ultima Risposta
                          • Jari Komppa 🇫🇮undefined Jari Komppa 🇫🇮

                            @TomF @breakin @dotstdy @GDCPresoReviews IMO intel should just support avx512 even in e-cores, even if it means being really, really slow. It's more important that a feature works than that it's fast. But that's just my take.

                            Josh Simmonsundefined Questo utente è esterno a questo forum
                            Josh Simmonsundefined Questo utente è esterno a questo forum
                            Josh Simmons
                            scritto su ultima modifica di
                            #21

                            @sol_hsa @TomF @breakin @GDCPresoReviews this is what they're doing in 10.2, it's just maximally confusing because why not.

                            Tom Forsythundefined 1 Risposta Ultima Risposta
                            • Josh Simmonsundefined Josh Simmons

                              @sol_hsa @TomF @breakin @GDCPresoReviews this is what they're doing in 10.2, it's just maximally confusing because why not.

                              Tom Forsythundefined Questo utente è esterno a questo forum
                              Tom Forsythundefined Questo utente è esterno a questo forum
                              Tom Forsyth
                              scritto su ultima modifica di
                              #22

                              @dotstdy @sol_hsa @breakin @GDCPresoReviews This is the (Intel) way.

                              Josh Simmonsundefined 1 Risposta Ultima Risposta
                              • Tom Forsythundefined Tom Forsyth

                                @dotstdy @sol_hsa @breakin @GDCPresoReviews This is the (Intel) way.

                                Josh Simmonsundefined Questo utente è esterno a questo forum
                                Josh Simmonsundefined Questo utente è esterno a questo forum
                                Josh Simmons
                                scritto su ultima modifica di
                                #23

                                @TomF @sol_hsa @breakin @GDCPresoReviews sometimes I think people take "a sign of a good deal is that everyone is unhappy" a bit too seriously :')

                                1 Risposta Ultima Risposta
                                1
                                Rispondi
                                • Topic risposta
                                Effettua l'accesso per rispondere
                                • Da Vecchi a Nuovi
                                • Da Nuovi a Vecchi
                                • Più Voti


                                • Accedi

                                • Accedi o registrati per effettuare la ricerca.
                                • Primo post
                                  Ultimo post