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  3. Rust wgpu now has a

Rust wgpu now has a

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  • mcc@mastodon.socialM mcc@mastodon.social

    @cr1901 @aparrish @mntmn it does seem like periods of many, many years pass between the popular FPGA chips changing in literally any substantial way at all. this said, wq was talking a few weeks ago about how atypical changes in "preferred" commodity FPGA chips *are* actually happening kind of rapidly right now due to "wars are happening in the vague zone between Yemen and Estonia" related issues

    mcc@mastodon.socialM This user is from outside of this forum
    mcc@mastodon.socialM This user is from outside of this forum
    mcc@mastodon.social
    wrote sidst redigeret af
    #201

    @cr1901 @aparrish @mntmn turns out semiconductors need metals?! and metals sometimes require boats ??! i guess boats are a problem right now

    cr1901@mastodon.socialC 1 Reply Last reply
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    • mcc@mastodon.socialM mcc@mastodon.social

      @cr1901 @aparrish @mntmn turns out semiconductors need metals?! and metals sometimes require boats ??! i guess boats are a problem right now

      cr1901@mastodon.socialC This user is from outside of this forum
      cr1901@mastodon.socialC This user is from outside of this forum
      cr1901@mastodon.social
      wrote sidst redigeret af
      #202

      @mcc @aparrish @mntmn Everything happens all at once, huh? 😕

      mntmn@mastodon.socialM mcc@mastodon.socialM 2 Replies Last reply
      0
      • hyc@mastodon.socialH This user is from outside of this forum
        hyc@mastodon.socialH This user is from outside of this forum
        hyc@mastodon.social
        wrote sidst redigeret af
        #203

        @ireneista @r @MaddieM4 @mcc @decay @amarioguy they don't bother teaching you why it's useful. https://mastodon.social/@hyc/116947095099572153

        maddiem4@raphus.socialM 1 Reply Last reply
        0
        • mcc@mastodon.socialM This user is from outside of this forum
          mcc@mastodon.socialM This user is from outside of this forum
          mcc@mastodon.social
          wrote sidst redigeret af
          #204

          @decay @riley @MaddieM4 @ireneista @amarioguy That's very interesting, but presumably the reason GPU companies don't do this already is because committing to a fixed ISA makes it much harder to rev architectures.

          But it is the case that if I attempted an OSS GPU, in step one the "shader units" would almost certainly just be compiling the shader programs to RISCV plus one of the vector extensions, grabbing a RISCV softcore, and splatting twenty of them on the fabric.

          maddiem4@raphus.socialM 1 Reply Last reply
          0
          • hyc@mastodon.socialH hyc@mastodon.social

            @ireneista @r @MaddieM4 @mcc @decay @amarioguy they don't bother teaching you why it's useful. https://mastodon.social/@hyc/116947095099572153

            maddiem4@raphus.socialM This user is from outside of this forum
            maddiem4@raphus.socialM This user is from outside of this forum
            maddiem4@raphus.social
            wrote sidst redigeret af
            #205

            @hyc @ireneista @r @mcc @decay @amarioguy It's such a common error. If anything you should be LEADING with the why.

            My pet conspiracy theory why they don't, is that most curricula are designed by committee and lean toward including everything that sounds like it might be useful. This lack of discretion means that most of the material IS pointless for the students, and "well you might need it some way" is cover for "we can't explain why because there IS no good answer behind the curtain." And in situations where there IS a good answer, there's so much bad faith precedent that the students can't tell the difference.

            This is why I think project-centered education would be revolutionary. It leads you to discover things in contextualized, justified, concrete ways.

            r@glauca.spaceR 1 Reply Last reply
            0
            • r@glauca.spaceR This user is from outside of this forum
              r@glauca.spaceR This user is from outside of this forum
              r@glauca.space
              wrote sidst redigeret af
              #206

              @ireneista @MaddieM4 @mcc @decay @amarioguy the "traditional" curriculum (or at least, mostly generalizing from my own experience) is approximately:

              1. some general engineering math (complex exponentials, linear algebra)
              2. fourier series, fourier transforms
              3. convolution
              4. sampling
              5. discrete time fourier transforms, discrete fourier transforms
              6. laplace transforms, z transforms
              7. filters, "various properties" (pole/zero, causality, stability, bandwidth, etc.), "various design tools" (bode plots, root locus analysis, known/established filter designs, etc.)
              8. multiple-input and multiple-output systems
              9. newer "state space" techniques
              10. linear-time-varying systems, nonlinear systems, stochastic systems, and beyond

              with "digital signal processing" as an offshoot that lives somewhere vaguely around step 7 with some ideas from later steps

              this is..... an *extremely* theory-heavy and tbqh rather old (in terms of absolute-time) approach, very much within the "electrical engineering"-owned-and-controlled part of the conceptual space

              r@glauca.spaceR 2 Replies Last reply
              0
              • cliftonr@wandering.shopC This user is from outside of this forum
                cliftonr@wandering.shopC This user is from outside of this forum
                cliftonr@wandering.shop
                wrote sidst redigeret af
                #207

                @klara @mcc

                Please be assured that the so-called "Mr. Stabby" update only got through the software release process through a fluke.

                We've taken steps to improve our development process by making all our programmers watch 18 hours of our in-house-developed "Don't write bugs!" motivational videos. We are also planning to hire a software tester, someday.

                1 Reply Last reply
                0
                • r@glauca.spaceR r@glauca.space

                  @ireneista @MaddieM4 @mcc @decay @amarioguy the "traditional" curriculum (or at least, mostly generalizing from my own experience) is approximately:

                  1. some general engineering math (complex exponentials, linear algebra)
                  2. fourier series, fourier transforms
                  3. convolution
                  4. sampling
                  5. discrete time fourier transforms, discrete fourier transforms
                  6. laplace transforms, z transforms
                  7. filters, "various properties" (pole/zero, causality, stability, bandwidth, etc.), "various design tools" (bode plots, root locus analysis, known/established filter designs, etc.)
                  8. multiple-input and multiple-output systems
                  9. newer "state space" techniques
                  10. linear-time-varying systems, nonlinear systems, stochastic systems, and beyond

                  with "digital signal processing" as an offshoot that lives somewhere vaguely around step 7 with some ideas from later steps

                  this is..... an *extremely* theory-heavy and tbqh rather old (in terms of absolute-time) approach, very much within the "electrical engineering"-owned-and-controlled part of the conceptual space

                  r@glauca.spaceR This user is from outside of this forum
                  r@glauca.spaceR This user is from outside of this forum
                  r@glauca.space
                  wrote sidst redigeret af
                  #208

                  @ireneista @MaddieM4 @mcc @decay @amarioguy there is also no escaping just how much of this was developed/invented for.... war

                  ireneista@adhd.irenes.spaceI 1 Reply Last reply
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                  • mcc@mastodon.socialM mcc@mastodon.social

                    @decay @riley @MaddieM4 @ireneista @amarioguy That's very interesting, but presumably the reason GPU companies don't do this already is because committing to a fixed ISA makes it much harder to rev architectures.

                    But it is the case that if I attempted an OSS GPU, in step one the "shader units" would almost certainly just be compiling the shader programs to RISCV plus one of the vector extensions, grabbing a RISCV softcore, and splatting twenty of them on the fabric.

                    maddiem4@raphus.socialM This user is from outside of this forum
                    maddiem4@raphus.socialM This user is from outside of this forum
                    maddiem4@raphus.social
                    wrote sidst redigeret af
                    #209

                    @mcc @decay @riley @ireneista @amarioguy Architecture revision is a very reasonable good faith assumption to make, which GPU companies IMHO do not even slightly deserve. It's just an IP protection thing.

                    SPIR-V would not exist, in an extremely successful way, if GPU ISAs were a bad idea for technical reasons. It exists nestled into Vulkan as a compromise with IP protection.

                    mcc@mastodon.socialM crzwdjk@mastodon.socialC 2 Replies Last reply
                    0
                    • maddiem4@raphus.socialM maddiem4@raphus.social

                      @hyc @ireneista @r @mcc @decay @amarioguy It's such a common error. If anything you should be LEADING with the why.

                      My pet conspiracy theory why they don't, is that most curricula are designed by committee and lean toward including everything that sounds like it might be useful. This lack of discretion means that most of the material IS pointless for the students, and "well you might need it some way" is cover for "we can't explain why because there IS no good answer behind the curtain." And in situations where there IS a good answer, there's so much bad faith precedent that the students can't tell the difference.

                      This is why I think project-centered education would be revolutionary. It leads you to discover things in contextualized, justified, concrete ways.

                      r@glauca.spaceR This user is from outside of this forum
                      r@glauca.spaceR This user is from outside of this forum
                      r@glauca.space
                      wrote sidst redigeret af
                      #210

                      @MaddieM4 @hyc @ireneista @mcc @decay @amarioguy my old university indeed threw out the earlier parts of their signals-and-systems curriculum and replaced it with something project-centered

                      r@glauca.spaceR 1 Reply Last reply
                      0
                      • maddiem4@raphus.socialM maddiem4@raphus.social

                        @mcc @decay @riley @ireneista @amarioguy Architecture revision is a very reasonable good faith assumption to make, which GPU companies IMHO do not even slightly deserve. It's just an IP protection thing.

                        SPIR-V would not exist, in an extremely successful way, if GPU ISAs were a bad idea for technical reasons. It exists nestled into Vulkan as a compromise with IP protection.

                        mcc@mastodon.socialM This user is from outside of this forum
                        mcc@mastodon.socialM This user is from outside of this forum
                        mcc@mastodon.social
                        wrote sidst redigeret af
                        #211

                        @MaddieM4 @decay @riley @ireneista @amarioguy *rubbing eyes* is SPIR-V an ISA? I thought it was literally a fork of LLVM IR

                        That is a very different abstraction level with very different forward compatibility commitment risks

                        maddiem4@raphus.socialM crzwdjk@mastodon.socialC 2 Replies Last reply
                        0
                        • r@glauca.spaceR r@glauca.space

                          @MaddieM4 @hyc @ireneista @mcc @decay @amarioguy my old university indeed threw out the earlier parts of their signals-and-systems curriculum and replaced it with something project-centered

                          r@glauca.spaceR This user is from outside of this forum
                          r@glauca.spaceR This user is from outside of this forum
                          r@glauca.space
                          wrote sidst redigeret af
                          #212

                          @MaddieM4 @hyc @ireneista @mcc @decay @amarioguy that was probably the right move, for people *already* "doing engineering"

                          maybe this is wishful thinking, but i was hoping it was possible to teach (or at least.... make accessible?) the ideas to people who haven't yet realized they are "doing" "engineering"

                          ireneista@adhd.irenes.spaceI 1 Reply Last reply
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                          • mcc@mastodon.socialM mcc@mastodon.social

                            Anyway, I spent the last week writing documentation for Redox. The Redox project seems to be happy for my documentation patches. One thimble full of water, out of the sinking boat.

                            aeva@mastodon.gamedev.placeA This user is from outside of this forum
                            aeva@mastodon.gamedev.placeA This user is from outside of this forum
                            aeva@mastodon.gamedev.place
                            wrote sidst redigeret af
                            #213

                            @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

                            aeva@mastodon.gamedev.placeA mcc@mastodon.socialM radgerayden@mstdn.socialR halcy@icosahedron.websiteH 4 Replies Last reply
                            0
                            • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                              @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

                              aeva@mastodon.gamedev.placeA This user is from outside of this forum
                              aeva@mastodon.gamedev.placeA This user is from outside of this forum
                              aeva@mastodon.gamedev.place
                              wrote sidst redigeret af
                              #214

                              @mcc something I was surprised to discover when I picked up pygame to fart around with a few years ago, is there was a lot of documentation effort put forth towards dispelling old best practices that weren't necessary anymore, because CPUs are just so much faster now than they were in the early 2000s, and we don't really need to do dirty rects and stuff for most things to get good performance anymore.

                              aeva@mastodon.gamedev.placeA 1 Reply Last reply
                              0
                              • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                                @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

                                mcc@mastodon.socialM This user is from outside of this forum
                                mcc@mastodon.socialM This user is from outside of this forum
                                mcc@mastodon.social
                                wrote sidst redigeret af
                                #215

                                @aeva i want to make a simple FPGA design for a CPU peripheral that can render flat-shaded triangles from a list directly to HDMI SERDES and make a game where two tanks across from each other on a tennis court fire orbs at each other and then have to recover and fire them back on a timer, and then make a fake Activision Atari-looking boxart for it saying

                                TANK TENNIS
                                ELECTRONIC VIDEO ENTERTAINMENT EXPERIENCE
                                FOR RISC-V🄯 SYSTEMS

                                ADVANCED 3D GRAPHICS

                                mcc@mastodon.socialM 1 Reply Last reply
                                0
                                • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                                  @mcc something I was surprised to discover when I picked up pygame to fart around with a few years ago, is there was a lot of documentation effort put forth towards dispelling old best practices that weren't necessary anymore, because CPUs are just so much faster now than they were in the early 2000s, and we don't really need to do dirty rects and stuff for most things to get good performance anymore.

                                  aeva@mastodon.gamedev.placeA This user is from outside of this forum
                                  aeva@mastodon.gamedev.placeA This user is from outside of this forum
                                  aeva@mastodon.gamedev.place
                                  wrote sidst redigeret af
                                  #216

                                  @mcc and I found that also to be true with mollytime. CPUs have been very fast for a long time. I thought mollytime's somewhat naive internals would only be practical on semi-recent hardware, but it seems to work reasonably well on 20 year old hardware as well.

                                  aeva@mastodon.gamedev.placeA 1 Reply Last reply
                                  0
                                  • mcc@mastodon.socialM mcc@mastodon.social

                                    @aeva i want to make a simple FPGA design for a CPU peripheral that can render flat-shaded triangles from a list directly to HDMI SERDES and make a game where two tanks across from each other on a tennis court fire orbs at each other and then have to recover and fire them back on a timer, and then make a fake Activision Atari-looking boxart for it saying

                                    TANK TENNIS
                                    ELECTRONIC VIDEO ENTERTAINMENT EXPERIENCE
                                    FOR RISC-V🄯 SYSTEMS

                                    ADVANCED 3D GRAPHICS

                                    mcc@mastodon.socialM This user is from outside of this forum
                                    mcc@mastodon.socialM This user is from outside of this forum
                                    mcc@mastodon.social
                                    wrote sidst redigeret af
                                    #217

                                    @aeva …but I'm not doing that. I'm doing things that I want to do less than that

                                    1 Reply Last reply
                                    0
                                    • mcc@mastodon.socialM mcc@mastodon.social

                                      @MaddieM4 @decay @riley @ireneista @amarioguy *rubbing eyes* is SPIR-V an ISA? I thought it was literally a fork of LLVM IR

                                      That is a very different abstraction level with very different forward compatibility commitment risks

                                      maddiem4@raphus.socialM This user is from outside of this forum
                                      maddiem4@raphus.socialM This user is from outside of this forum
                                      maddiem4@raphus.social
                                      wrote sidst redigeret af
                                      #218

                                      @mcc @decay @riley @ireneista @amarioguy And yet it's hard to imagine a GPU not have on-board controller silicon capable to take LLVM IR or even a higher-level bytecode and lower it down to board-specific machine code.

                                      mcc@mastodon.socialM 1 Reply Last reply
                                      0
                                      • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                                        @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

                                        radgerayden@mstdn.socialR This user is from outside of this forum
                                        radgerayden@mstdn.socialR This user is from outside of this forum
                                        radgerayden@mstdn.social
                                        wrote sidst redigeret af
                                        #219

                                        @aeva @mcc while LÖVE is gpu rendered, the development guidelines have an anti-AI stance. Other than that I really like it and it may fit your "human-sized" environment. At least worth checking out if you haven't

                                        mcc@mastodon.socialM 1 Reply Last reply
                                        0
                                        • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                                          @mcc and I found that also to be true with mollytime. CPUs have been very fast for a long time. I thought mollytime's somewhat naive internals would only be practical on semi-recent hardware, but it seems to work reasonably well on 20 year old hardware as well.

                                          aeva@mastodon.gamedev.placeA This user is from outside of this forum
                                          aeva@mastodon.gamedev.placeA This user is from outside of this forum
                                          aeva@mastodon.gamedev.place
                                          wrote sidst redigeret af
                                          #220

                                          @mcc I think the broader tech industry managed to convince itself that CPUs were just inherently incurably slow and just kinda forgot that they've been fast for a long time, which is maybe fortunate because if these perpetual GPU shortages we've been having since crypto currency scams became a thing (and only have gotten worse), then if CPUs are unfashionable but secretly very fast, well, maybe I can learn to live with that.

                                          aeva@mastodon.gamedev.placeA 1 Reply Last reply
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