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Rust wgpu now has a

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  • aparrish@friend.campA aparrish@friend.camp

    @mntmn @mcc i have been thinking along these lines as well (though obvs with a lot less expertise than you two!) but then i thought... what happens when the fpgas themselves go slop? not just the toolchains (which i assume are already slop?) but the design of the chips themselves

    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
    #198

    @aparrish @mntmn @mcc Nightmare scenarios I didn't even think about LOL. IME, the vast majority of ppl in FOSS FPGA toolchain-land despise AI. There have been small programmable logic chips taped out on TinyTapeout. I don't imagine the old chips will be changed from the final AI-less designs b/c that Costs Money. I'm personally going to cross that bridge when we come to it, for my own sake :D.

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

      @ireneista @mcc @decay @amarioguy That's a good particular example. A part of computing freedom that I think is pretty important is "being able to make music with computers, ideally in realtime." I have that on my list of vital user stories for my someday project microkernel OS. The arts are the kind of thing that make computers worth doing.

      A lot of realtime music plugin stuff depends of Fourier transforms and SIMD in general.

      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
      #199

      @MaddieM4 @ireneista @mcc @decay @amarioguy i see this (digital music) a lot (even though i don't really get it myself), which is where i feel the need to bring up that:

      imo our entire pedagogy for "signals and systems" needs to be re-done or at least significantly revised

      i personally survived the "cabal of Elite™️ universities" style of teaching it, but i've since encountered countless people who have given up on it because this style doesn't work for them

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

        @aparrish @mntmn @mcc Nightmare scenarios I didn't even think about LOL. IME, the vast majority of ppl in FOSS FPGA toolchain-land despise AI. There have been small programmable logic chips taped out on TinyTapeout. I don't imagine the old chips will be changed from the final AI-less designs b/c that Costs Money. I'm personally going to cross that bridge when we come to it, for my own sake :D.

        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
        #200

        @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 1 Reply Last reply
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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
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              • 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
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                • 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
                        0
                        • 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
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