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GRASLAND Hadrien
GrayScott Reloaded - Rust practical
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6d81d5c0
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6d81d5c0
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9 months ago
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Hadrien Grasland
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More proofreading
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@@ -42,27 +42,27 @@ are some possible tracks that you may want to explore:
extension may or may not be present), which will likely require some code
duplication.
-
Our microbenchmarks tell us that our GPU is not quite operating at peak
throughput when processing a single 1920x1080 image
s
. It would be nice to try
throughput when processing a single 1920x1080 image. It would be nice to try
processing multiple images in a single compute dispatch, but this will require
implementing a global synchronization protocol during the execution of a
single kernel, which will require very fancy/tricky lock-free programming in
global memory.
-
So far, we have not attempted to overlap GPU computing with CPU-GPU data
transfers, as those data transfers were relatively inexpensive with respect to
both compute and storage I/O costs. But if we optimize compute, this
may
change. We would then want to allocate a dedicated data transfer queue,
and
carefully tune our resource allocations so that those that need to be
both compute and storage I/O costs. But if we optimize compute
enough
, this
may
change. We would then want to allocate a dedicated data transfer queue,
and
carefully tune our resource allocations so that those that need to be
accessible from both queues are actually marked as such. And then we will need
to set up a third image as a GPU-side staging buffer (so the double buffer can
still be used for compute when a data transfer is ongoing) and refine our
CPU/GPU synchronization logic to get the compute/transfer overlap to work.
A
nd then, of course
, there are the other GPU APIs that are available from Rust.
How much
performance do we lose when we improve portability by using
`wgpu`
instead of
Vulkan? How far along is
`rust-gpu`
these days, and is
`krnl`
any
close to the
portable CUDA clone that it aims to be? These are all interesting
questions,
that we should probably explore once we have a good Vulkan version as
a
reference point that tells us what a mature GPU API is capable of.
A
lso
, there are the other GPU APIs that are available from Rust.
How much
performance do we lose when we improve portability by using
`wgpu`
instead of
Vulkan? How far along is
`rust-gpu`
these days, and is
`krnl`
any
close to the
portable CUDA clone that it aims to be? These are all interesting
questions,
that we should probably explore once we have a good Vulkan version as
a
reference point that tells us what a mature GPU API is capable of.
As you can probably guess at this point, GPU computing is not immune to old
software project management wisdom: once you are done with the first 90% of a
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