Low Cost Branching to Factoring Out Loop Exit Check
Threading to hide pipeline depth combined with an ISA which makes branching cheep is one goal. Specifically absolute branching with immediate destination in the opcode word (single word branch/call, no...
View ArticleLED Displays
Gathering information to attempt to understand what is required to drive indoor LED sign based displays...Target256x128 2:1 letter box display (NES was 256 pixels wide). How do LED Modules...
View ArticleRe Twitter: Thoughts on Vulkan Command Buffers
Because twitter is too short ...API ReviewIn Vulkan the application is free to create multiple VkCommandPools each of which can be used to allocate multiple VkCommandBuffers. However effectively only...
View ArticleWhy Motion Blur Trivially Breaks Tone-Mapping
Some food for visual thought ...You have a scene with a bunch of High Dynamic Range (HDR) light sources, or bright secondary reflections. Average Picture Level (APL) of the scene as displayed is...
View ArticleWhy Motion Blur Trivially Breaks Tone-Mapping - Part 2
Continuing from last post...The question remains how to "fix it"? Any "fix" requires that the post-tone-mapped image is physically energy conserving under motion blur. As in energy conserving from the...
View ArticleSimplified Vulkan Rapid Prototyping
Nothing simple about using Vulkan, so this title is a little misleading ...Trying something new for my next Vulkan based at-home prototyping effort and building from scratch for 64-bit machines only....
View ArticleOn Killing WIN32?
Many years ago I used to be a dedicated reader of Ars, but it slowly transitioned to something a little too biased for my taste, so I avoid it, but thanks to twitter, it is possible to get sucked into...
View ArticleVulkan - How to Deal With the Layouts of Presentable Images
Continuing my posts on building a Vulkan based Compute based Graphics engine from scratch (no headers, no libraries, no debug tools, no using existing working code)...Interesting to Google something...
View ArticleBlink Mechanic for Fast View Switch for VR
As seen in the SIGGRAPH Realtime section for Bound for PS4 PSVR around 42 minutes in this video. Great to see someone making good use of the "blink mechanic" to quickly switch view in VR. Scene quickly...
View ArticleVulkan From Scratch Part 2
Continuing posting when I find some time to work on the "from-scratch" Vulkan engine...Review From Last TimeBringing up on Windows first this time, will get to Linux later. Got basic system interface...
View ArticleUber Shader Unrolling
Looking at running a compute only pass, no graphics waves to contend with on the machine, so it becomes relatively easy to think about occupancy. Target 4 waves per SIMD via a 4 wave work-group (one...
View ArticleGPU Parking Lot
Push ModelPerhaps the GPU parking lot, aka register file waiting on long latency returns, is a side effect of not having ability to issue a load which pushes data to a different SIMD unit's register...
View ArticleTransistor Count Thoughts
Wikipedia's Transistor Count PageReally interesting page on Wikipedia. Amazing how many of the original cache-free Acorn RISC Machines will fit in the transistor budget of modern processors. The rest...
View ArticleThinking "Clearly" About 4K
The real advantage of this console "upgrade cycle" is that now a developer should be able to produce a good 1080p @ 60 Hz game without loosing pixel quality. However what is likely going to happen...
View ArticleThe Great MacOS 9
This "An OS 9 odyssey: Why these Mac users won’t abandon 16-year-old software." is an awesome article. OS 9 was the peak of Apple operating systems. Low latency, instant response. If only the industry...
View ArticleParallel Noise Generation
Re a related Twitter Post ... Concerning making tile-able textures for grain or noise, and getting various desired properties. My preference is towards algorithms which parallelize trivially. The...
View ArticleT4K
Tries : 321This post is just me using blogger an as active notepad to paper design a FPGA soft-core for a many-core machine. Hopefully I'll update it once an a while. The aim is to try to see what can...
View ArticleTK4 - Try 2
Tries : 321Update Log2016/10/03 : Initial posting. Most of pipelining figured out. Working through DSP input and operation details. Have to think through data and return stack usage cases, decide if...
View ArticleTK4 - Try 3
Tries : 321Update Log2016/10/04 : Trying dropping data stack (won't fit, gets expensive with adders if doing indexed access). Have something figured out for DSP inputs. Rethinking ISA, have place...
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