Well really I think I'm expecting to much altough in form of a lot of minor improvements in his software products (so I'm no expecting new architectures info (Maxwell) etc..), but anyway I have compiled a list of things so I can check later wheter NV is doing his work or not :-)
Of course it will be good even if all these pieces come in to place say over H1 2013..
*nvfx: new effects system open source, cross vendor support, etc.. was anounced at Siggraph and has an empty github site and also there is a talk at GTC so there is no better place and moment to upload to github.. This system also uses a more efficient OGL state management ext called NV_state_object better aligned to DX10-11 state managements via objects so seems also more like DSA management..
*Only consumer HW info may be GK114/6 archs info which may bring some new things as note even Titan has no DX11.1 profile support so hoping before Maxwell support says GK114 and such new 680 replacements must have it so there is some minor arch enhancement in graphics side..
Also can have one more thing.. see next point.. well say it briefly dynamic parallelism everywhere and from anywhere to anywhere.. (ANYWHERE={CUDA,OGL})
*new ogl exts: NV_state_object (DX11 like state objects) and some kind of dynamic parallelism for graphics APIs..
Regarding this is interesting there as there is a patent on it and it's about exposing dynamic parallelism in graphics world which implies OGL in near future i.e. graphics shaders can create new draw calls and put on the dispatch manager queue..
Also for completeness what's holding NV from exposing launch graphics from compute kernels and dispatch compute kernels from graphics shaders.. Note seems NV_state_object is much needed in two cases (CUDA->OGL and OGL->OGL dispatch draw call cases) as some state env is needed in these cases CPU apis are not useful as it's GPU work and default OGL state may not be useful..
Also please upload documentation on NV_GPU_shader5_memory_extended shipping in 313 drivers altough I suspect is for exposing cache modifiers to load store operations supported on CUDA already like load non cached,load cached, etc..
Note my previous post asking for NV to expose all compute functionality (ISA richness in this case) to OGL compute shaders via at least now lacking PTX ISA instructions and also via some asm() function (which is reserved already in GLSL and usable in OCL kernels in NV and even AMD!(this is new for me I found last month and you can use AMDIL altough I haven't been able in exposing clock cycle counter to work yet))
*Grid SDK: well I'm interested in frame capture APIs not cloud stuff.. related I see OGL support for NVENC is being implemented so some update for NVENC will be good..
*OpenGL SDK: well one seems overdue (exposing advanced usage cases of OGL 4.x features) and a tess sample was released soon this year.. One deferred+ sample would be good..
*Cg 3.2: I want glsl 4.3 support integrated into Cg for some things I'm working and Cg 3.1 is almost one year old.. also I think if support for cg compute shader is or not implemented ( as said in Cg language/runtime) will say much of wheter Cg is dead or not.. Also what about bindless texes in Cg?
*cuda 5.1 I suggested to NV team in late October equaling CUDA to OGL compute shader so support for compressed texes, depth textures, msaa textures (even depth ones..).. Note some of this are in OCL 1.2 exts release in SA 2012.. And also expose similar functionality to all remaining OCL 1.2 new exts in case support avaiable in HW or easy to do by runtime like terminate kernel, out of bounds stuff, memory initialization etc..
One thing that I forgot at the time:
Expose atomic counters (now are shipping on OGL compute world) on CUDA and OCL (like AMD does on OCL) this are equivalent to atomadd(ptr,1) but an order of magnitude faster than global atomics at least on Fermi (not know in Kepler) and they are the foundation of "hardware accelerated queues" not? I remember how when NV readied OGL 4.2 beta drivers atomic counters were slow and then after some month or so they get tremendous speedup and they deserved special instruction exposed in NV OGL assembly language..
*cuda compiler sdk seems is going final and I think will bring up to date to CUDA 5.1 or 6.0 whatever they may end naming new CUDA release. (hope also gets up to date LLVM/Clang integration so 3.2 and/or 3.3)
*cuda.lang: Well I want to play with these for a long time.. motivation well bring more an offline compilation model to CUDA like OpenCL and basically avoid needing in Windows VS installed for realtime compilation of CUDA kernels: could be useful to dynamic compilation of Optix shaders (like OpenRL) and also for research software of nvidia like CUDAraster, VoxelPipe, etc..
*Shipping all Physx stuff from last GTC and GDC into production:
->apex 1.3 (bring realtime fracture support done entirely on gpu to existing RGB support)
->physx 3.3 (rigid bodies on gpu and perhaps even fracture like APEX)
Hope at least by GDC which is later we will get all of these in beta form..
One anoying thing for me at least is that Physx GPU interop with graphics APIs isn't avaiable (altough yes in APEX).. which anoys me is that APEX is Physx under the hood so please also expose GPU buffers of result simulation of GPU modules like cloth, fluid, and soon rigid bodies..
*optix 3.1 preview-> bring some gk110 perf improvements.. seems current Optix doesn't exercise all potential judging from perf numbers on Nv forums (barely better than GTX 680?)..
*cuda roadmap nda discussion: Well it was anyway a surprise to see NV invited me to a NDA discussion of future roadmap (hope saying it isn't NDA :-)) at GTC.. I can't attend but I hope they will be talking about how to expose unified CPU/GPU in CUDA and potentially new ISA sm_40?
*volume render solution
*ocl 1.2 in drivers: well with OCL 2.0 spec coming perhaps at Siggraph it's time to implement OCL 1.2 in NV drivers? In time with new CUDA support?
*nsgiht 3.0 final and 3.1 preview: After GLSL native debug I want (really more than I need right now but anyways soon will need..) (VS2012 support, OGL 4.3 support with compute shaders, and my biggest desire is for a unified host and device debugging experience like that ships in Nsight Eclipse edition)
For Eclipse edition I hope they add single GPU debugging with software preemption much like her older brother and also OGL debugging with that basically GPU debugging is perfect for me on Windows and Linux and all that remains is GPU true software preemption..
Thursday, 28 February 2013
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