ref: 38483b5e4ee5606f39897cfcdbc5527a74bdb81b
parent: b21d522836467432174c68692ca4f73045a8face
author: sirjofri <sirjofri@sirjofri.de>
date: Wed Mar 20 10:23:25 EDT 2024
finishing touches
--- a/gpufs.txt
+++ b/gpufs.txt
@@ -41,7 +41,7 @@
Due to the nature of filesystems, this should make it easy to ``upgrade'' applications to actual GPU hardware: Using a different GPU filesystem is all that's needed.
The software itself doesn't need to change.
-Since real drivers are a rarity, this implementation approach also makes software that relies on the GPU filesystem work on systems that don't have dedicated graphics.
+Since real GPU drivers for uncommon operating systems are a rarity, this implementation approach also makes software that relies on the GPU filesystem work on systems that don't have dedicated graphics.
Obviously, there'll be a huge speed difference in this case.
# The filesystem interface
@@ -119,6 +119,8 @@
.DE
]]]
+It will also be necessary to specify the workgroup size when executing the shader. [wkgrp]
+
# Binding shaders and buffers
Shaders and buffers need to be bound in some way that enable shaders to access the right buffers.
@@ -197,6 +199,9 @@
I plan to build the embedded SPIR-V compiler as soon as possible, as well as the runtime engine, so we can finally run shaders and use the filesystem as intended.
+To properly test the interface, it makes sense to implement the filesystem as a kernel device in Drawterm.
+This way we can use existing drivers and APIs on other operating systems.
+
Due to the lack of actual GPU hardware support, I don't expect much performance gain compared to other implementations with the same logic.
However, the interface is generic enough to allow applications to use different GPU implementations: GPU hardware, CPU hardware (single or multi threaded), network scenarios.
@@ -235,5 +240,10 @@
vulkan tutorial, ``Descriptor pool and sets'',
.CW https://vulkan-tutorial.com/Uniform_buffers/
.CW Descriptor_pool_and_sets ,
+2024.
+.IP "[wkgrp]" 10
+.ad l
+vulkan tutorial, ``Compute Shader—Compute space'',
+.CW https://vulkan-tutorial.com/Compute_Shader ,
2024.
]]]