Podcast #450 - AMD Ryzen, AMD EPYC, AMD Threadripper, AMD Vega, and more non AMD news!

Subject: Editorial | May 18, 2017 - 11:46 AM |
Tagged: youtube tv, western digital, video, Vega, Threadripper, spir-v, ryzen, podcast, opencl, Google VR, EPYC, Core i9, battletech, amd

PC Perspective Podcast #450 - 05/18/17

Join us for AMD Announcments, Core i9 leaks, OpenCL updates, and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath, Allyn Malventano

Peanut Gallery: Alex Lustenberg

Program length: 1:20:36

Podcast topics of discussion:

  1. Week in Review:
  2. News items of interest:
  3. Hardware/Software Picks of the Week
    1. Ryan: Gigabit LTE please hurry
    2. Allyn: TriboTEX (nanotech engine oil additive)
  4. Closing/outro

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Khronos Group Published Finalized OpenCL 2.2 & SPIR-V 1.2

Subject: General Tech | May 16, 2017 - 09:00 AM |
Tagged: spir-v, opencl, Khronos

Aligning with the start of the International Workshop on OpenCL (IWOCL) 2017 in Toronto, Ontario, Canada, The Khronos Group has published the finalized specification for OpenCL 2.2 and SPIR-V 1.2. The headlining feature for this release is the OpenCL C++ kernel language, which SPIR-V 1.2 fully supports. Kernels are the portion of code that execute on the compute devices, such as GPUs, FPGAs, super computers, multi-core CPUs, and so forth.

OpenCL_Logo.png

The OpenCL C++ kernel language is a subset of the C++14 standard, bringing many of its benefits to these less-general devices. Classes help data and code to be more tightly integrated. Templates help define logic in a general way for whatever data type implements whatever it requires, which is useful for things like custom containers. Lambda expressions make it easy to write one-off methods, rather than forcing the developer to name something that will only be used once, like comparing two data types for a special sort in one specific spot of code.

Exposing these features to the OpenCL device also enables The Khronos Group to further the SYCL standard, which aims for “single-source” OpenCL development. Having the code that executes on OpenCL-compatible devices contain roughly the same features as the host code is kind-of necessary to let them be written together, rather than exist as two pools.

The final OpenCL 2.2 and SPIR-V 1.2 specs are available now, and on GitHub for the first time.

DirectX Intermediate Language Announced... via GitHub

Subject: Graphics Cards | January 27, 2017 - 09:19 PM |
Tagged: microsoft, DirectX, llvm, dxil, spir-v, vulkan

Over the holidays, Microsoft has published the DirectX Shader Compiler onto GitHub. The interesting part about this is that it outputs HLSL into DirectX Intermediate Language (DXIL) bytecode, which can be ingested by GPU drivers and executed on graphics devices. The reason why this is interesting is that DXIL is based on LLVM, which might start to sound familiar if you have been following along with The Khronos Group and their announcements regarding Vulkan, OpenCL, and SPIR-V.

As it turns out, they were on to something, and Microsoft is working on a DirectX analogue of it.

microsoft-2015-directx12-logo.jpg

The main advantage of LLVM-based bytecode is that you can eventually support multiple languages (and the libraries of code developed in them). When SPIR-V was announced with Vulkan, the first thing that came to my mind was compiling to it from HLSL, which would be useful for existing engines, as they are typically written in HLSL and transpiled to the target platform when used outside of DirectX (like GLSL for OpenGL). So, in Microsoft’s case, it would make sense that they start there (since they own the thing) but I doubt that is the end goal. The most seductive outcome for game engine developers would be single-source C++, but there is a lot of steps between there and here.

Another advantage, albeit to a lesser extent, is that you might be able to benefit from performance optimizations, both on the LLVM / language side as well as on the driver’s side.

According to their readme, the minimum support will be HLSL Shader Model 6. This is the most recent shading model, and it introduces some interesting instructions, typically for GPGPU applications, that allow multiple GPU threads to interact, like balloting. Ironically, while DirectCompute and C++AMP don’t seem to be too popular, this would nudge DirectX 12 into a somewhat competent GPU compute API.

DXIL support is limited to Windows 10 Build 15007 and later, so you will need to either switch one (or more) workstation(s) to Insider, or wait until it launches with the Creators Update (unless something surprising holds it back).