compute-shader-101

Sample code for compute shader 101 training (by googlefonts)

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  • wgpu-rs resources for computing purposes only
    2 projects | /r/rust | 10 Mar 2023
    You might find compute shader 101 useful.
  • Vulkan terms vs. Direct3D 12 (aka DirectX 12) terms
    2 projects | /r/vulkan | 30 May 2022
  • WGPU setup and compute shader feedback - and Tutorial.
    2 projects | /r/rust | 16 Jan 2022
    Compute Shader 101 - Github, Video, Slideshow. additional resources at end of slide show.
  • Compute Shaders and Rust - looking for some guidance.
    3 projects | /r/rust | 15 Jan 2022
    Yes, compute-shader-101 is sample code + video + slides.
  • Prefix sum on portable compute shaders
    2 projects | news.ycombinator.com | 17 Nov 2021
    Workgroup in Vulkan/WebGPU lingo is equivalent to "thread block" in CUDA speak; see [1] for a decoder ring.

    > Using atomics to solve this is rarely a good idea, atomics will make things go slowly, and there is often a way to restructure the problem so that you can let threads read data from a previous dispatch, and break your pipeline into more dispatches if necessary.

    This depends on the exact workload, but I disagree. A multiple dispatch solution to prefix sum requires reading the input at least twice, while decoupled look-back is single pass. That's a 1.5x difference if you're memory saturated, which is a good assumption here.

    The Nanite talk (which I linked) showed a very similar result, for very similar reasons. They have a multi-dispatch approach to their adaptive LOD resolver, and it's about 25% slower than the one that uses atomics to manage the job queue.

    Thus, I think we can solidly conclud that atomics are an essential part of the toolkit for GPU compute.

    You do make an important distinction between runtime and development environment, and I should fix that, but there's still a point to be made. Most people doing machine learning work need a dev environment (or use Colab), even if they're theoretically just consuming GPU code that other people wrote. And if you do distribute a CUDA binary, it only runs on Nvidia. By contrast, my stuff is a 20-second "cargo build" and you can write your own GPU code with very minimal additional setup.

    [1]: https://github.com/googlefonts/compute-shader-101/blob/main/...

  • Compute shaders - where to learn more outside of unity
    2 projects | /r/gamedev | 31 Oct 2021
    googlefonts/compute-shader-101: Sample code for compute shader 101 training (github.com)
  • Vulkan Memory Allocator
    3 projects | news.ycombinator.com | 21 Jul 2021
    I agree strongly with you about the need for good resources. Here are a few I've found that are useful.

    * A trip through the Graphics Pipeline[1] is slightly dated (10 years old) but still very relevant.

    * If you're interested in compute shaders specifically, I've put together "compute shader 101"

    * Alyssa Rosenzweig's posts[3] on reverse engineering GPUs casts a lot of light on how they work at a low level. It helps to have a big-picture understanding first.

    I think there is demand for a good book on this topic.

    [1]: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-...

    [2]: https://github.com/googlefonts/compute-shader-101

    [3]: https://rosenzweig.io/

  • Compute shader 101 (video and slides)
    2 projects | news.ycombinator.com | 4 Jun 2021
    This is a talk I've been working on for a while. It starts off motivating why you might want to write compute shaders (tl;dr you can exploit the impressive compute power of GPUs but portably), then explains the basics of how, including some sample code to help get people started.

    Slides: https://docs.google.com/presentation/d/1dVSXORW6JurLUcx5UhE1...

    Sample code: https://github.com/googlefonts/compute-shader-101

    Feedback is welcome (please file issues against the open source repo), and AMA in this thread.

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