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#gpucompute — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gpucompute, aggregated by home.social.

  1. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin

  2. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  3. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  4. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  5. New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

    Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

    Learn more: khronos.org/blog/video-encodin
    #Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

  6. Vulkan question: when creating multiple pipelines with vkCreateComputePipelines which are all specializations of the same shader code with the same pipeline layout do drivers optimise this better than I could by just submitting each creation to a task on a separate thread?

    I'm testing this right now on the hardware & platforms I have, but was wondering if others had wider experience with this.

    #Vulkan #GPUCompute #Shaders

  7. One thing I haven't been able to find out is if any optimization is happening when I pass in my wgsl code. Does it do constant folding, does it do load optimization, etc?

    #WebGPU #GPUCompute

  8. In my playing around w/ WebGPU, I think I have a bilinear debayer function working that runs on the GPU.

    As usual, the hole is deep when looking beyond the surface (e.g algorithms, optimizations).

    #WebGPU #GPUCompute

  9. Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.

    Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)

    #wgpu #GPUCompute

  10. As usual, getting something like GPU compute that's cross platform working is a message because everyone likes to do their own thing and reinvent the wheel.

    I would like something that is [modern] macOS and FreeBSD compatible, but doesn't look like that's possible since Apple deprecated OpenCL.

    (Also, could Apple have picked a less searchable term for their new GPU framework?)

    It's again looking like the best way to be cross platform is to use JS+browser.

    Or am I missing some library?

    #OpenCL #GPUCompute #FreeBSD

  11. oh Bhyve, why must you "(exit status 4)" whenever I need you most?! :bsdhead:

    catastrophizing? not necessarily, but I did debug it for some hours, sufficiently short of spinning up a gdb host.

    alas, latest 14.1-RELEASE and Bhyve is not interested in handling IRQs and passthru for one of the A4000 GPU in my workstation.

    p.bsd-unix.net/?3f247ee56451ed

    #FreeBSD #Bhyve #virtualization #patience #GPUcompute #GPU #HPC #ML #hardware #engineering #syseng