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  3. Rust wgpu now has a

Rust wgpu now has a

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  • 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
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      • 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
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        • 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
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          • 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
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                • 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
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                  • 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
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                    • 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
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                      • 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
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                        • 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
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                          • 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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                            • radgerayden@mstdn.socialR radgerayden@mstdn.social

                              @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 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
                              #221

                              @radgeRayden @aeva There is some background context here. Aeva is more looking to write a 3D rendering environment than she is looking for a 3D rendering environment to use.

                              Also, I spent some years making a commercial video game in a 3D variant of LÖVE , although it did not ship https://www.youtube.com/watch?v=HLBAjKQNmFI

                              radgerayden@mstdn.socialR 1 Reply Last reply
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                              • r@glauca.spaceR r@glauca.space

                                @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 This user is from outside of this forum
                                ireneista@adhd.irenes.spaceI This user is from outside of this forum
                                ireneista@adhd.irenes.space
                                wrote sidst redigeret af
                                #222

                                @r @MaddieM4 @hyc @mcc @decay @amarioguy worthy goal, for sure

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

                                  @radgeRayden @aeva There is some background context here. Aeva is more looking to write a 3D rendering environment than she is looking for a 3D rendering environment to use.

                                  Also, I spent some years making a commercial video game in a 3D variant of LÖVE , although it did not ship https://www.youtube.com/watch?v=HLBAjKQNmFI

                                  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
                                  #223

                                  @mcc @aeva you can dress down love a lot and implement your own renderer but point taken

                                  mcc@mastodon.socialM 1 Reply Last reply
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                                  • radgerayden@mstdn.socialR radgerayden@mstdn.social

                                    @mcc @aeva you can dress down love a lot and implement your own renderer but point taken

                                    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
                                    #224

                                    @radgeRayden @aeva Yes, I did. Or rather Bjorn Swenson did. And then I used his renderer

                                    1 Reply Last reply
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                                    • 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
                                      #225

                                      @ireneista @mcc @decay @riley @amarioguy Right. And you don't even need to do it very "live", since you really just need primitives for messing with VRAM (including uploading code) and creating a reusable lowered piece of code, handwave handwave.

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

                                        @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 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
                                        #226

                                        @mcc it's too bad that the kinds of things I want to make are more in the "what if the gamecube also had real vertex & fragment shaders" territory and not "doom mod" territory or I'd be having an easier time of it right now 😕

                                        1 Reply Last reply
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                                        • maddiem4@raphus.socialM maddiem4@raphus.social

                                          @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 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
                                          #227

                                          @MaddieM4 @ireneista *is* that done on on-board controller silicon? I would have assumed it's done in a CPU-driven userspace thing installed in to the regular operating system alongside the driver.

                                          Like I'm certain they *could* do it with on-board controller silicon, if they wanted, but even then I suspect that on-board controller silicon would look a lot like a small ARM running a CPU-based compiler in a tiny Linux

                                          ireneista@adhd.irenes.spaceI maddiem4@raphus.socialM swetland@chaos.socialS 3 Replies Last reply
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