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Tuesday, 2 March 2010

GPU computing in a browser, and other news..

Posted on 18:08 by Unknown
Seems just after WebGL brings GPU graphics APIs to browsers (OpenGL ES) people are
asking about WebCL bringing similar to OpenCL to browser..
 
1.One way is via webgl using the old GPGPU using Graphics API tricks..

see here for a matmul running on GPU->learningwebgl.com

2.In the meantime seems DirectX11 plugin coming to browsers
"DirectX 11 3D Games coming to Browsers with Vision Engine 8"
this should allow compute shaders on a browser! altough not mentioned only tesselation is mentioned..

3. Search Jetpack CUDA plugin..
http://mozillalabs.com/jetpack/2010/01/25/elevating-javascript-performance-through-gpu-power/



4.nacl gpu computing opencl. Should be possible with Google NaCl for Chrome via OpenCL,CUDA ,etc.. ?

WebGL support for QtWebKit:
Related is Webkit in QT trunk has WebGL support working on N900.
Also a new backend for audio/video elements using the Qt Multimedia framework and initial work on
WebGL support.

NOTES:

* Works only when accelerated composition is not enabled in compilation
* Added --webgl command line switch to QGVLauncher, added toggle button to
QtLauncher
Why GraphicsLayer (accelerated composition layer) doesn't handle WebGL? Missing
methods:

* setContentsToGraphicsContext3D
* setGraphicsContext3DNeedsDisplay

I thinks adding support for content caching is subtask for this. WebGL support
can be tested by compiling with WTF_USE_ACCELERATED_COMPOSITING=0.
WebGL and Khronos stuff:
https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/tests/webgl-conformance-tests.html
http://www.khronos.org/webgl/wiki/Debugging
https://cvs.khronos.org/svn/repos/registry/trunk/public/index.php

 
opera 10.5 released: has faster javascript to date until minefield picks new *monkey
now concentrate on webgl..


Related is I forgot to blog about another amazing development, the DirectWrite & Direct2D landing in the Minefield nightly builds (though pref'd off.)

Enabling:
1.Enter 'about:config'
2.Click through the warning, if necessary
3.Enter gfx.font in the 'Filter' box
4.Double-click on 'gfx.font_rendering.directwrite.enabled' to set it to true
5.Below this, right click and select New > Integer to add a pref setting
6.Enter 'mozilla.widget.render-mode' for the preference name, 6 for the value
7.Restart
(To disable, set gfx.font_rendering.directwrite.enabled to false, delete mozilla.widget.render-mode, then restart.)
Old news:
"OpenSceneGraph-2.9.6 released, introduces OpenGL ES + OpenGL 3.x support!"

In March expect:
Launch of Fermi I would want PhysX 3.0,CG 3.0,CUDA 3.0final , OGL fermi d3d11 extensions and 200 drivers with CUDA 3.1 beta and OCL new d3d extensions and 3d image writes and 3d vision windowed, youtube 3d browser support and vdpau glx interop enhancements.
Unigine heaven linux demo
iz3d 1.11 direct3d 10 drivers
Events: Cebit first week, GDC second week, 15march 3rd gpgu workshoop
Snow Leopard 10.6.3
OpenRL public release
Ubuntu 10.4 beta with fglrx 8.72 beta which seems allows 3rdmultiple vendors ATI and Nvidia working together (PCI arbitration) similar to in Windows and Mac..
Joint that with an improved switcheroo patch for kernel 2.6.34 and that could possibly bring similar to Optimus on Linux.. reportedly Apple is working on Optimus tech for MacOS in next Macbook's possibly this spring.. that implies some GT2xx chip in Apple laptops.. I would hope some laptops with amd 5xxx mobility as Fermi seems long ago (well perhaps an anuncement this summer) which would bring D3D11 features but macoSX doesn't exploit's it currently barely OGL 3.x.. I hope OGL support pickup's fast on Macos and 10.6.4/5 has OGL 3.2 with ARB extensions bring parity to d3d 10.1.That would add 5xxx drivers for hackinttoshes but that can possibly come with Dual Xeon 6 cores Westmere Mac Pro coming perhaps this month also..

Also raw info:

Try less frequently than every Draw, e.g. after every important Release(), calling ClearState(), then Flush().
I assume D3D runtime check reference counters while Flush() or Present() is invoked.
yield
I am just dipping into Direct3D and i have created a app which is able to display UYVY video using D3DXLoadSurfaceFromMemory(), StrechRect() and Present() API's.

I'd like to capture and scale screenshots directly in video memory without having to rely on the CPU too much.

I've looked at GetFrontBufferData, but this copies data into system memory.

Any suggestions on how to go about doing this?

FYI I'm brand new to the Direct3D API, so nothing is to obvious to mention.

Thanks!

I have found 3dlabs GLSL frontend compiler and other utilities is on orange book web page..

cudaGetDeviceCount doesn't create a context. The first cudaMalloc will create a context. If you want to force context creation before a cudaMalloc, use cudaFree(0).
mira dc5.0 code para mul24 i IL en gpu shader analyzer para ver que pasa tambien
mads con float, integer i double

cg 2.2 gs_simple uses glsl geo shader and works with ati! so seems this would work CG on MacOSX on Nvidia and ATI also (remember Nvidia doesn't worked on Mac)..
this seems to show example to use that GLSL geo shader support on other programs (only this works).. also this would be final cg release and now waiting cg 3.0 with domain and hull shaders and fermi instructions..
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