ref: 4e0f00c0b6767751e3c209f6704f4380e5f3f20d
parent: 8c9e01339dbc166b4682d883b7fb8e3261b7f5b1
author: sirjofri <sirjofri@sirjofri.de>
date: Sat Apr 13 10:47:12 EDT 2024
adjusted notes for better presentation
--- a/slides/notes.txt
+++ b/slides/notes.txt
@@ -1,4 +1,4 @@
-INTRO
+# INTRO
About myself:
- Game developer
@@ -6,8 +6,11 @@
- Miss hardware acceleration on Plan 9
-WHAT IS A GPU?
+
+
+# WHAT IS A GPU?
+
Coprocessor like FPU
Separate computer
@@ -28,8 +31,11 @@
- hidden behind API
-APPLICATION ARCHITECTURE
+
+
+# APPLICATION ARCHITECTURE
+
before we dive into this slide
Application
@@ -61,8 +67,11 @@
- slower is sometimes fine
-INSPIRED BY VULKAN
+
+
+# INSPIRED BY VULKAN
+
Designed by Khronos
- designed OpenGL
@@ -82,8 +91,11 @@
- compilation, loading to GPU
- execution on GPU
-COMPILE
+
+
+# COMPILE
+
- High level (edited)
- Spir-V binary
- Native
@@ -95,8 +107,11 @@
- cross compilers
- fully working
-FILESYSTEM INTERFACE
+
+
+# FILESYSTEM INTERFACE
+
everything work in progress
no guarantees
things can change drastically
@@ -134,9 +149,13 @@
confusing, refer to shader
-EXAMPLE SHADER PROGRAM
+
+
+# EXAMPLE SHADER PROGRAM
+
glsl, because SPIR-V too long and confusing
+Spir-V = 55 LOC (glsl: 12 LOC)
important:
- layout buffer (set 0, binding 1)
@@ -152,8 +171,11 @@
gl_GlobalInvocationID:
- which invocation (determine which data to use)
-WORKGROUPS
+
+
+# WORKGROUPS
+
Number of workgroups:
- specified when shader is run
- 3d vector
@@ -170,7 +192,10 @@
- can be huge performance difference
-IMPLEMENTATION
+
+
+
+# IMPLEMENTATION
Draft Implementation:
- at the time of writing the paper