Whises from Microsoft:
Access to Direct3D latest SDKs:
Currently DirectCompute compiler in latest SDK has problems with double precision compute shaders..
Seems like is fixed internally.. can we get info on when this limiting factor for GPGPU usage is going to be fixed..
I have seen shaders from Dirt2 game are compiled with later versions of the compiler than the public August SDK..
so they ship newer versions to partners.. How to be able to gain access to newer builds?..
Whises From CausticGraphics: (email recieved January coming..)
what's going with CausticGL emulation SDK it was anounced two month ago at least I signed in and I get no news from them.. This SDKs promises to put the API in developer hands without having to pay for current SDK with FPGA card (costs more than+2K euros) so I can start working with it in CPU..
This allows building soft for before a raytracing cards gets in full production in April next year as it was anounced some time ago..
That would allow someone to write a minimal wrapper for using both Optix and CausticGL SDKs and then say in April be capable of testing Raytracing on "Accelerators" and publish an apples to apples comparison on raytracing with Caustics (in case you have one) cards vs say Fermi (which by the way is supposed to bring big gains on raytracing.. and which should be avaiable at the same time..
please note that would be good to have a raytracing bench capable of using Caustic hardware and Nvidia GPUs but it's hard work (learning APIs, making commong code,etc..) so I think would be good to have this year or early next..
Note also Optix is free but now only works on Quadro GPUs but that but change soon as Fermi is supposed to work with it..
Currently there are hacks for having support for Geforce cards.. a solution I think it's on my blog..
Whises From Apple:
Currently OpenCL on Apple is somewhat immature.. and this is now that 10.6.2 is released before it it was only "usable" on Nvidia cards.. Some Apple own source code demos weren't working on ATI cards..
Now I think the most complex OpenCL published by Apple i.e. Apple FFT library has in release notes that OpenCL runtime and compiler have issues that avoid getting full expected perf of Mac and they have fixed internally.. I think at least 2x slower.. as this is published after 10.6.2 seems that new 10.6.3 will have fixed..
Also Apple OpenCL is less advanced at least for Nvidia where we have now double precision support in Windows and Linux and not in Apple..
Also Apple OpenCL lacks image support for AMD and double precision where hardware supports it..
what's going on with OpenGL support on Apple.. on case you don't know OpenGL support is still 2.1 which is more than 3 years old and that means DirectX 9.0 functionality.. well with some Direct3d 10 functionality via OpenGL extensions.. but still no OpenGL 3.x which is now more than 16 months old..
Now there are OpenGL 3.2 which jointly with some ARB extensions which were anounced in with 3.2 you get almost Direct3D 10.1 feature set..
Note OpenGL 3.2 is supported on Nvidia since four months and AMD cards support OpenGL 3.1 since August this year and are going to support 3.2 next month I think (leaked Catalyst 9.12 almost supports it..)
The situation gets worse now than Direct3D 11 cards are here and vendors are going to publish OpenGL extensions to provide Direct3D 11 features (think tesselation, "scatter" in pixel shaders, double precision in shaders, etc..) Nvidia anounced it at GTC 09..
Access to Snow Leopard developer seeds which can get you point releases 1-2 month before public releases are good?.. so if I can get better OpenGL and OpenCL improvements the earlier the better..
there are a API for exposing GPU video decoding avaiable in Snow Leopard but the problem is that is so simple it only allows (I think reading the API fast..) doing players.. would be good to have an API having some fast path for getting a pointer the decoded frames in GPU mem i.e. as an OpenGL texture, PBO, etc.. so OpenGL or OpenCL processing could be done.. note this can be done on Windows with DXVA+Direct3D shaders.. and also in Linux via VAAPI with GLX extensions..
I know seeds are currently delivered to ADC developers which is also for deep buckets (I think more than 1K-2K every year..), so I don't to become and ADC member, I'm only asking if there is a way for having access to some components of latest developer builds (graphics drivers, OpenCL and OpenGL frameworks..) having the latest OpenCL/OpenGL improvements..
So briefly I would want to ask Apple about:
*OpenCL framework fixes for Apple OpenCL FFT lib.. when..
*OpenCL with double precision in GPUs.. when..
*OpenCL Image support in AMD GPUs.. when..
*OpenGL 3.x support? when..
*GPU video decoding APIs that allow exposing decoded frames as OpenGL / OpenCL buffers for postprocessing without going it to host..
Sunday, 13 December 2009
What I would want to know and get from vendors part III: Apple, Microsoft and Caustics
Posted on 07:05 by Unknown
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