Standard Portable Intermediate Representation
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Standard Portable Intermediate Representation
Standard Portable Intermediate Representation (SPIR) is an intermediate language for parallel compute and graphics by Khronos Group. It is used in multiple execution environments, including the Vulkan graphics API and the OpenCL compute API, to represent a shader or kernel. It is also used as an interchange language for cross compilation. SPIR-V was introduced in 2015 by the Khronos Group, and has since replaced the original SPIR, which was introduced in 2012. Purpose The purposes of SPIR-V are to natively represent the primitives needed by compute and graphics; to separate high-level language from the interface to compute and graphics drivers; to be the distribution form, or distribute fully compiled binaries; to be a fully self-contained specification; and to support multiple APIs. It is also used as an intermediate target for cross-compilation tools. For example, SPIR-V allows the Vulkan API to use any shading language, including GLSL and HLSL. SPIR-V can be compiled into sev ...
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Khronos Group
The Khronos Group, Inc. is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning. The open standards and associated conformance tests enable software applications and middleware to effectively harness authoring and accelerated playback of dynamic media across a wide variety of platforms and devices. The group is based in Beaverton, Oregon. History The Khronos Group was founded in 2000 by companies including 3Dlabs, ATI, Discreet, Evans & Sutherland, Intel, SGI, and Sun Microsystems. Promoter members include AMD, Apple, Arm, Epic Games, Google, Huawei, Nokia, Imagination, intel, NVIDIA, Qualcomm, Samsung, Sony, Valve and Verisilcon. Its president is Neil Trevett. Exploratory groups Typically, Khronos first creates an exploratory group to gauge industry interest before ...
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LLVM Intermediate Representation
LLVM is a set of compiler and toolchain technologies that can be used to develop a front end for any programming language and a back end for any instruction set architecture. LLVM is designed around a language-independent intermediate representation (IR) that serves as a portable, high-level assembly language that can be optimized with a variety of transformations over multiple passes. LLVM is written in C++ and is designed for compile-time, link-time, run-time, and "idle-time" optimization. Originally implemented for C and C++, the language-agnostic design of LLVM has since spawned a wide variety of front ends: languages with compilers that use LLVM (or which do not directly use LLVM but can generate compiled programs as LLVM IR) include ActionScript, Ada, C#, Common Lisp, PicoLisp, Crystal, CUDA, D, Delphi, Dylan, Forth, Fortran, Free Basic, Free Pascal, Graphical G, Halide, Haskell, Java bytecode, Julia, Kotlin, Lua, Objective-C, OpenCL, PostgreSQL's SQL and PLpgSQ ...
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ARB Assembly Language
ARB assembly language is a low-level shading language, which can be characterized as an assembly language. It was created by the OpenGL Architecture Review Board (ARB) to standardize GPU instructions controlling the hardware graphics pipeline. History Texas Instruments created the first programmable graphics processor in 1985: the TMS34010, which allowed developers to load and execute code on the processor to control pixel output on a video display. This was followed by the TMS34020 and TMS34082 in 1989, providing programmable 3D graphics output. NVIDIA released its first video card NV1 in 1995, which supported quadratic texture mapping. This was followed by the Riva 128 (NV3) in 1997, providing the first hardware acceleration for Direct3D. Various video card vendors released their own accelerated boards, each with their own instruction set for GPU operations. The OpenGL Architecture Review Board (ARB) was formed in 1992, in part to establish standards for the GPU industry. T ...
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Parallel Thread Execution
Parallel Thread Execution (PTX or NVPTX) is a low-level parallel thread execution virtual machine and instruction set architecture used in Nvidia's CUDA programming environment. The NVCC compiler translates code written in CUDA, a C++-like language, into PTX instructions (an assembly language represented as ASCII text), and the graphics driver contains a compiler which translates the PTX instructions into the executable binary code which can be run on the processing cores of Nvidia GPUs. The GNU Compiler Collection also has basic ability for PTX generation in the context of OpenMP offloading. Inline PTX assembly can be used in CUDA. Registers PTX uses an arbitrarily large register set; the output from the compiler is almost pure single-assignment form, with consecutive lines generally referring to consecutive registers. Programs start with declarations of the form .reg .u32 %r; // declare 335 registers %r0, %r1, ..., %r334 of type unsigned 32-bit integer It i ...
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Compute Kernel
In computing, a compute kernel is a routine compiled for high throughput accelerators (such as graphics processing units (GPUs), digital signal processors (DSPs) or field-programmable gate arrays (FPGAs)), separate from but used by a main program (typically running on a central processing unit). They are sometimes called compute shaders, sharing execution units with vertex shaders and pixel shaders on GPUs, but are not limited to execution on one class of device, or graphics APIs. Description Compute kernels roughly correspond to inner loops when implementing algorithms in traditional languages (except there is no implied sequential operation), or to code passed to internal iterators. They may be specified by a separate programming language such as "OpenCL C" (managed by the OpenCL API), as "compute shaders" written in a shading language (managed by a graphics API such as OpenGL), or embedded directly in application code written in a high level language, as in the case of ...
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Tungsten Graphics Shader Infrastructure
Mesa, also called Mesa3D and The Mesa 3D Graphics Library, is an open source implementation of OpenGL, Vulkan, and other graphics API specifications. Mesa translates these specifications to vendor-specific graphics hardware drivers. Its most important users are two graphics drivers mostly developed and funded by Intel and AMD for their respective hardware (AMD promotes their Mesa drivers Radeon and RadeonSI over the deprecated AMD Catalyst, and Intel has only supported the Mesa driver). Proprietary graphics drivers (e.g., Nvidia GeForce driver and Catalyst) replace all of Mesa, providing their own implementation of a graphics API. An open-source effort to write a Mesa Nvidia driver called Nouveau is mostly developed by the community. Besides 3D applications such as games, modern display servers ( X.org's Glamor or Wayland's Weston) use OpenGL/ EGL; therefore all graphics typically go through Mesa. Mesa is hosted by freedesktop.org and was initiated in August 1993 by Brian Paul ...
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Cg (programming Language)
Cg (short for C for Graphics) and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for computer programming, programming shaders. Cg/HLSL is based on the C (programming language), C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units. Two main branches of the Cg/HLSL language exist: the Nvidia Cg compiler (cgc) which outputs DirectX or OpenGL and the Microsoft HLSL which outputs DirectX shaders in bytecode format. Nvidia's cgc was Deprecation, deprecated in 2012, with no additional development or support available. HLSL shaders can enable many special effects in both 2D and 3D computer graphics. The Cg/HLSL language originally only included support for vertex shaders and pixel shaders, but other types of shaders were introduced gradually as well: * DirectX 10 ...
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WebGL
WebGL (Short for Web Graphics Library) is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics and image processing and effects as part of the web page canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL programs consist of control code written in JavaScript and shader code that is written in OpenGL ES Shading Language (GLSL ES), a language similar to C or C++, and is executed on a computer's graphics processing unit (GPU). WebGL is designed and maintained by the non-profit Khronos Group. On February 9, 2022 Khronos Group announced WebGL 2.0 support for all major browsers. Design WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM ...
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RenderDoc
RenderDoc is a free and open source frame debugger that can be used to analyze single frames generated by other software programs such as games. RenderDoc can provide in-depth analysis of single frames from any application that uses Vulkan, D3D11, OpenGL & OpenGL ES, or D3D12. RenderDoc also allows the user to manipulate a captured frame to inspect different things such as pipeline stage, commands, texture maps, models, assets, and more. RenderDoc can also capture assets outside the view of the game's camera. RenderDoc supports analyzing frame rendering costs on the graphics processing unit. Optimizing GPU programs is about finding bottlenecks. RenderDoc provides information of the calls on the GPU, the number of invocation of each shader, and the number of primitives and fragments generated. Baldur Karlsson started RenderDoc development as a spare-time project out of need for a reliable debugger and was then expanded to support more platforms. In 2014 Crytek announced the sour ...
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Static Single Assignment
In compiler design, static single assignment form (often abbreviated as SSA form or simply SSA) is a property of an intermediate representation (IR) that requires each variable to be assigned exactly once and defined before it is used. Existing variables in the original IR are split into ''versions'', new variables typically indicated by the original name with a subscript in textbooks, so that every definition gets its own version. In SSA form, use-def chains are explicit and each contains a single element. SSA was proposed by Barry K. Rosen, Mark N. Wegman, and F. Kenneth Zadeck in 1988. Ron Cytron, Jeanne Ferrante and the previous three researchers at IBM developed an algorithm that can compute the SSA form efficiently. One can expect to find SSA in a compiler for Fortran, C or C++, whereas in functional language compilers, such as those for Scheme and ML, continuation-passing style (CPS) is generally used. SSA is formally equivalent to a well-behaved subset of CPS excludi ...
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Control-flow Graph
In computer science, a control-flow graph (CFG) is a representation, using graph notation, of all paths that might be traversed through a program during its execution. The control-flow graph was discovered by Frances E. Allen, who noted that Reese T. Prosser used boolean connectivity matrices for flow analysis before. The CFG is essential to many compiler optimizations and static-analysis tools. Definition In a control-flow graph each node in the graph represents a basic block, i.e. a straight-line piece of code without any jumps or jump targets; jump targets start a block, and jumps end a block. Directed edges are used to represent jumps in the control flow. There are, in most presentations, two specially designated blocks: the ''entry block'', through which control enters into the flow graph, and the ''exit block'', through which all control flow leaves. Because of its construction procedure, in a CFG, every edge A→B has the property that: : outdegree(A) > 1 or inde ...
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IWOCL
The International Workshop on OpenCL (IWOCL – "eye-wok-ul") is an annual conference that brings together the community of OpenCL users, researchers, developers and suppliers to share OpenCL best practices and help advance the use of the Khronos OpenCL standard for the parallel programming of heterogeneous systems. Participation at IWOCL is open to anyone who is interested in contributing to, and participating in the OpenCL community including developers working with the many APIs, tools and libraries built on OpenCL, including the Khronos SPIR (Standard Portable Intermediate Representation) and SYCL SYCL is a higher-level programming model to improve programming productivity on various hardware accelerators. It is a single-source embedded domain-specific language ( eDSL) based on pure C++17. It is a standard developed by Khronos Group, an ... (C++ abstraction layer). Technical program and submissions A Call for Sessions usually goes out in the Autumn before the event the ...
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