chipStar 1.0 released! It's a tool for compiling and running CUDA/HIP applications on SPIR-V-supported OpenCL or LevelZero platforms. v1.0 can already run various HPC applications correctly. See: https://github.com/CHIP-SPV/chipStar/releases/tag/v1.0
#opencl #levelzero #spirv #cuda #hip
#opencl #levelzero #spirv #cuda #hip
At the very least, this could give us support for #Intel hardware, and, at least in theory, potentially any device with #OpenCL2 and #SPIRV support —such as the Mali GPU on my phone! I would be very curious to test the performance on it compared to the CPU of the same device.
The POPL 2023 conference program has been posted. https://popl23.sigplan.org/program/program-POPL-2023/?track=POPL%20
There's a SPIR-V paper, about how we used formal methods to fix bugs and ambiguities in the definition of structured control flow. (Fixes landed in SPIR-V 1.6 Rev 2).
It provides a solid foundation for control flow reconstruction algorithms, e.g. Google's Tint translator from SPIR-V to WGSL.
See
"Taking Back Control in an Intermediate Representation for GPU Computing"
I realized I haven't posted much of my side projects except for the #gameboy stuff. So today I want to highlight this prototype: https://github.com/rAzoR8/Proto
A #spirv #shader assembly node graph tool that shows the generated code as you go.
Note that, in the case of #TornadoVM, it is fully transparent. The Java code is a subset of Java that expresses either sequential or parallel applications, and the compiler generates #SPIRV binaries, and uses the low-level stack of #oneAPI to run on Intel Graphics, including discrete ARC GPUs!
@halcy
Former SPIR WG chair here.
It's "spear vee"
Mike Houston proposed the original SPIR at the January 2011 Khronos F2F. He gave it the name, expanded the acronym *and* was explicit about the pronunciation as "spear".
SPIR-V came later. Khronos has always pronounced it "spear vee"
That said, language is a living thing, so use what you like.
My C++ to SPIR-V framework is now open-source on GitHub: https://github.com/rAzoR8/SPEAR
#cpp #vulkan #spirv
DirectXShaderCompiler now runs on Linux.
Cross-compiling from HLSL to Vulkan's SPIR-V shader format.
This is a tool for converting one subtype of DirectX code to Vulkan. Formerly the tool only ran on M$ Spydows.
Easier porting to Linux to use Linux as actual development platform when migrating to Vulkan.
Another small step of the now many steps in making Vulkan support practical for more different use-cases!
--> https://www.phoronix.com/scan.php?page=news_item&px=DXSC-Google-Linux
_
#DirectXShaderCompiler #Linux #Vulkan #SPIRV #HLSL
#directxshadercompiler #linux #vulkan #spirv #hlsl
My project of the last few months is almost done:
SPEAR - A C++/SPIR-V framework with only spirv.hpp as dependency! Check it out at the next Khronos MeetUp in Munich https://www.meetup.com/de-DE/Graphics-vision-compute-Munchen/events/248436298/ … #Vulkan #spirv #CPP
https://mastodon.gamedev.place/media/wF-82uwkjIcmIQievZM
which variant do you prefer?
#spirv inline assembler variant 2
https://mastodon.gamedev.place/media/mUvUbvE9Ha8wiFYNADs
#spirv inline assembly variant 1 #vulkan
https://mastodon.gamedev.place/media/I9F078Vu4Gf4mQtaur8
#cpp to #spirv runtime #codeisprobablynotevenworking
#cpp #spirv #codeisprobablynotevenworking