ROCm-OpenCL-Runtime
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ROCm-OpenCL-Runtime | entt | |
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15 | 78 | |
171 | 9,351 | |
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0.0 | 9.8 | |
2 months ago | 5 days ago | |
C++ | C++ | |
MIT License | MIT License |
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ROCm-OpenCL-Runtime
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ROCm Is AMD's #1 Priority, Executive Says
Its not that they're supporting buggy code, they just downgraded the quality of their implementation significantly. They made the compiler a lot worse when they swapped to rocm
https://github.com/RadeonOpenCompute/ROCm-OpenCL-Runtime/iss... is the tracking issue for it filed a year ago, which appears to be wontfix largely because its a lot of work
OpenCL still unfortunately supports quite a few things that vulkan doesn't, which makes swapping away very difficult for some use cases
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rocm-opencl (rocm-opencl-runtime) rx 6600 xt support
There's https://docs.amd.com/bundle/ROCm-Installation_FAQ/page/Frequently_Asked_Questions.html which leads to a page which doesn't list any gpus that I can see, there's https://rocm.docs.amd.com/en/latest/release/gpu_os_support.html which lists "RDNA2" , there's https://github.com/RadeonOpenCompute/ROCm/issues/1698 which is from last year and mentions changing an env for the RX 6600 XT (navi 23) . Not a lot is mentioned in the readme of https://github.com/RadeonOpenCompute/ROCm-OpenCL-Runtime .
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Install ROCm Fedora 38
$ dnf info rocm-opencl Installed Packages Name : rocm-opencl Version : 5.4.3 Release : 2.fc38 Architecture : x86_64 Size : 1.7 M Source : rocm-opencl-5.4.3-2.fc38.src.rpm Repository : @System From repo : updates Summary : ROCm OpenCL Runtime URL : https://github.com/RadeonOpenCompute/ROCm-OpenCL-Runtime License : MIT Description : ROCm OpenCL language runtime. : Supports offline and in-process/in-memory compilation.
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First time in 2 years I was able to get Blender running with an AMD GPU on Linux!
Eg this bug about shared cl/gl textures with mipmaps being broken has now breached its first birthday, without even acknowledgement - basic cl/gl functionality here. This bug took a year for a fix to make its way into a public driver. And this fairly performance critical bug is just "wontfix", and also a significant downgrade from their old driver stack
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So far I'm unconvinced a 34MB binary blob is more free than OpenZFS.
Its definitely workable if you're willing to put in the effort (except for things that are straight up broken in some cases, like device side enqueue), but there are some issues that require.. fairly major workarounds
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New NVIDIA Open-Source Linux Kernel Graphics Driver Appears
Their implementation is here: https://github.com/RadeonOpenCompute/ROCm-OpenCL-Runtime
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C++ Show and Tell - April 2022
After a lot of moderately annoyed testing, I discovered that the AMD OpenCL implementation is.. rather dumb. If any two kernels share any arguments arguments, it inserts a command barrier between the two, hard-stalling the GPU. After filing a bug, it turns out this is wontfix as well, which is doubly bad. There's no set of flags in OpenCL that you can use to fix this either
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[TPU] AMD ROCm 4.5 Drops "Polaris" Architecture Support
What's particularly bizarre, is that with one bug report I filed, they claim to have fixed it internally in april, but.. no public driver has ever been released with the fix. For 7 months? Which is just a bizarre software development process
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Who is to blame for the bad OpenCL Performance? Blender or AMD?
Could you report these issues here https://github.com/RadeonOpenCompute/ROCm-OpenCL-Runtime? Regarding the device side enqueue issue, could you attach a simple test case to the issue that reproduces the crash? The current pastebin link doesn't give enough info.
entt
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Focus: A simple and fast text editor written in Jai
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code.
Some walkthrough:
Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure
Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do this. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics.
Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion
Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators.
The rest of the code is just some basic test code that runs the thing.
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Introducing Ecsact
Since we wanted a common game simulation that would be on both the server and the client we looked into a few libraries that would fit our ECS needs. It was decided we were going to write this common part of our game in C++, but rust was considered. C++ was a familiar language for us so naturally EnTT and flecs came up right away. I had used EnTT before, writing some small demo projects, so our choice was made based on familiarity. In order to integrate with Unity we created a small C interface to communicate between our simulation code and Unity’s C#. Here’s close to what it looked like. I removed some parts for brevity sake.
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Sharing Saturday #472
Are you sure you don't want to use a C++ package manager? Libtcod is on Vcpkg and with that setup you could add the fmt library or EnTT. fmt fixes C++'s string handling and EnTT fixes everything wrong with the entities of the previous tutorials.
- Where can I find the juiciest, most complex and modern c++ code?
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What are the limits of blueprints?
There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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any resources for expanding on ECS?
For a modern engine you’re probably best looking at Unity’s DOTS. You may also want to check out some of the different open source ECS libraries such as flecs and EnTT are two popular ones for C++, but there’s lots of them. Largely you’ll see lots of different approaches taken, all with their own pros and cons. Not all of them will be performant (some focus more on the design benefits) while others will be optimised for certain use cases. What you should prioritise will depend on your specific needs.
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DynaMix 2.0.0 Released
You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt)
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Flecs – A fast entity component system for C and C++
https://github.com/skypjack/entt is a fantastic alternative; also, one of the most beautiful codebases/elegant designs I 've come across.
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Please roast my ECS implementation
As a way to force myself to learn more about game engines I've created asimov-ts. While doing it, I tried to refrain from looking at other ECS implementations as much as possible and use only more theoretical sources. As a result, I think it's a bit different from other stuff I've seen like EnTT and bevy_ecs.
What are some alternatives?
flecs - A fast entity component system (ECS) for C & C++
Hazel - Hazel Engine
raylib - A simple and easy-to-use library to enjoy videogames programming
flecs-lua - Lua script host for flecs
Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript
UnrealCLR - Unreal Engine .NET 6 integration
Taskflow - A General-purpose Parallel and Heterogeneous Task Programming System
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Svelto.ECS - Svelto ECS C# Entity Component System
ROCm - AMD ROCm™ Software - GitHub Home [Moved to: https://github.com/ROCm/ROCm]
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.