World: r3wp
[!REBOL3]
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shadwolf 17-Jul-2010 [3755x3] | Steeve Matrix are costly in computations only if you do it with a CPU not designed on purpose to do those kind of tasks.... But with a GPU it's EASY CAKE ...Question is can we be hardware ignorant or not ? |
Grahma hum ... getoff the didguise you pervert !!! | |
(the font is so small i don't see what i'm writing and my glass are just renewed ... the Font 6px SUX .... | |
Graham 17-Jul-2010 [3758] | You can print to html and then enlarge it there |
shadwolf 17-Jul-2010 [3759x4] | graham i can use a software grow lens too .... BUT the better way is to have the font in 14 px like in any civilised software :) |
problem is i'm not sure rebol 2.3.2.15 from decembre 2005 is the best rebol VM for altme ... 2005 .... TWO THOUSAND AND FIVE !!! | |
since then a lot have been done altme could use a agg rendering method insteas of a VID face concatenation etc... | |
the thing i love in viva-rebol.r is that you can grow and skrink the texts at light speed | |
Graham 17-Jul-2010 [3763] | viva-rebol.r is a R2 project isn't it? |
shadwolf 17-Jul-2010 [3764x2] | when you have a rebol 2005 below alte me the message is ---> ALTME wasn't enhanced since at least 5 years i'm a very buzy man and anyway i don't give a damn if people use it or not ... |
graham yes but viva-rebol would be such a nice kid with his brand new open CL powers :) | |
Graham 17-Jul-2010 [3766x2] | Altme has been enhanced a few times recently |
Are you using an old version?? | |
shadwolf 17-Jul-2010 [3768x5] | no ... but it's still microcopic font size good if you have 10/10 on both eyes bad if you have -7,25 /10 an -6,75/10 on both eyes |
CARL what about -12.244x-12.21 matrix don't negative floating numbers deserves their own pair! too ? ( if we are loosin time in stupidity why not playing to game to the core ?) | |
i see what a pixel is i don't see what half a pixel could be ... and the reason is be able to see those half pixels i would need a screen that can display when and eyes that can render them to my brain wich will never ever be the case in this life ... So personnally Carl i wouldn't be sad is matrix are rounded. | |
CPU are not feated with matrix computations because the industry decided that matrix area was such a big thing that they needed a spécific library and a specific hadware extensivly optimised to perform those computations. and so the GPU accellerated enhanced for opengl and DirectX is born.... Now in day the industry use most likely the DirectX because well 90% of the personal computers are windows and that 100% of them support DX so 100% of the sold PC games are done that way... And that allow to cut cost when another company like unreal tech for example make a game engine you buy it and you save alot of time and monney the only thing you will have to do then is to create the specific IHM for your game and all the visual /audio content. then your project time spent is shorted by 2 or 3 years... | |
since unreal shows you can do blasting High definition photorealistic close to the perfection 3d real time rendering engine with DirectX then the other will say ok we need our own DX engine cause DX is the only one able to do this ... Then you have the GPU founders that will say ok since the game industry wants and need DX then we will enclose in our harware GPU alot of optimisations for DX ... or even the next DX version noone use now in day .. buuuuut we will be ready ! | |
BrianH 17-Jul-2010 [3773x3] | AGG is not the best place to put OpenCL support. OpenCL is not very useful for accelerating graphics, and that is what AGG would need. A standalone OpenCL dialect would be more useful. Graphics acceleration uses other APIs, like OpenGL or Direct2D. AGG isn't 3D, so using OpenGL or Direct3D would be equivalent to reimplementing Direct2D on platforms that don't support it. |
If the standalone OpenCL dialect was also translatable to CUDA it would be even better :) | |
Or maybe DirectCompute on Win7/Vista. | |
shadwolf 17-Jul-2010 [3776] | Brianh hum actually when i we display things using agg the cu is used only and if we want to do extensive computing visual effects like zoom spining things etc ... hten the cpu will be extensively used ... and since rebol doesn"t take advantage of multi CPU or CPU <- to ->GPU communication then the extensive computation loops are not enhanced. Problem is now in day NVIDIA is so expensiv no one buy it 10 ATi cards are sold for 1 nvidia card and in a very near future AMD CPU will be mixed with ATI GPU into a single chip (APU fusion). This is the tendency of the computing area so if you have to support 1 paralelle design i would go for the AMD /ATI couple instead of betting on a close to death horse... |
BrianH 17-Jul-2010 [3777] | As for seeing a partial pixel, the writer of AGG demonstrated (in an unrelated post) using anti-aliasing to do 1/256 horizontal pixel positioning. |
shadwolf 17-Jul-2010 [3778] | but yes brianh you got the point when you relay on hardware then you have to choose what technology you support i know rebol main target is to be hardware / OS / driver abstracted .. but then you have a toy language anyone laught about that can't bring anyway the same thing on every OS computer a part some very basic features like networking, encryption etc... |
BrianH 17-Jul-2010 [3779x2] | The semantics for a GPGPU dialect in REBOL would likely be pretty high-level, and could be translatable to different GPUs by using different compiler backends. It's not necessarily a good idea to bet it all on one horse when you can support them all just by being a bit general. We wouldn't have to do major tweaking for a specific GPU architecture, since the level of speedup would be great for even a half-assed translation. |
It's not a toy language, it's a high-level language. The compiler would handle the details. That is like calling C a toy language. | |
shadwolf 17-Jul-2010 [3781] | BrianH probleme is rebol doesn"t tends to relay on a spécific thing or another it's phylosophy is to be an easy way to do easyly easy things ... when you want to get your self out of that scope you are facing hella difficulties why should i code 99% of a project in C and then do a dialect to do the last 1% of rebol action code |
BrianH 17-Jul-2010 [3782] | Um, you must not be working on the same things I am. I do tough stuff in pure REBOL quite often. The only C I see is there to implement low-level dialects used by REBOL, but those aren't as often needed as DO or PARSE dialect code. |
shadwolf 17-Jul-2010 [3783x2] | that's only usefull if your are sure this extension will be extensively used. What interrest me is doing rebol and ways to bring into rebol the now in day possibilities .. remember that rebol was designed around 1998 at that time processors where mono cores GPU where a joke.(GPU 100MHz with 64Mo do GRAM and CPU 433Mhz SDRAM 133 MHz) |
we are 10 years after that design ... can rebol continue to say ok the harward evolved but i refuse to use it ? | |
BrianH 17-Jul-2010 [3785] | One of the things that the modern multi-core language research has discovered is that shared-memory multithreading is often a bad idea, and that multiprocessing with asynchronous IPC is more reliable and scales better. And cooincidently enough, multiprocessing is the method REBOL uses. Now all we have to do is get the processes smaller and the IPC (/Services) more efficient. |
shadwolf 17-Jul-2010 [3786x2] | i think now in day hardware capabilities are introducing alot of problems in software parallelisation strategies (wich had been always the case) that's a field i think rebol should explore and propose it's originality to solve that increasing difficulty. |
hum yeah but that solution apears to the rest of the world like a joke .. face it ... we are less than a thousand people really caring about rebol's futur ... | |
BrianH 17-Jul-2010 [3788] | The strength that REBOL has is that it is relatively easy to create a dialect with different semantics, because we have so many good tools to help with the implementation, more all the time. So REBOL becomes a good platform on which to do those experiments. And we always have the old-school single-process DO dialect to fall back on. |
shadwolf 17-Jul-2010 [3789] | try to talk asynchronous processing with a guy doing java threads programing all day long that's interesting ... |
Steeve 17-Jul-2010 [3790] | Yeah, we could probably boost all view stuffs by isolating the rendering engine in a distinct process. |
shadwolf 17-Jul-2010 [3791] | asynchronous have a weak point the data flow processed should not be to much .. so for example if you want to put cheyenne on his needs you make it relay a webradio streaming for example |
BrianH 17-Jul-2010 [3792] | Threads was considered to be the solution last decade. And that is why we have a multi-core crisis now, because threads are not a good solution. That is why the main research not is in active objects and green processes. |
shadwolf 17-Jul-2010 [3793] | on his needs = on it's knees ... |
BrianH 17-Jul-2010 [3794] | not -> now |
shadwolf 17-Jul-2010 [3795x2] | BrianH ok but who promote that way of thinking and multicore crisis is mainly do to the shared memory and to the weak memory controller completly saturated with date flow from CPU and from GPU |
that's why intel/ nvidia APPLE (in a lower extends all smartphone) and AMD/ATI are doing or announcing he merge of the Memory controller the CPU and the GPU into a single unit | |
BrianH 17-Jul-2010 [3797x2] | Um, that is not the multi-core crisis. The real crisis is that it is very difficult to break a program into threads, and even more difficult to manage shared state. This is why there are so many issues with locking and such. |
It's a programming problem, not a hardware problem. | |
shadwolf 17-Jul-2010 [3799x2] | the A1 chip in the ipad for example already is a allin one chip and the preformances are better because the software is better too but because the hardware is specificly designed to feat it |
that's a thing only a closed disgn 100% controled like the apple one can offer | |
BrianH 17-Jul-2010 [3801] | Chips in handheld and embedded systems aren't that multicore yet, so they can still be programmed in the old ways (like Java). |
shadwolf 17-Jul-2010 [3802x3] | brianH that's why before the multi core processor you had multi single cores dedicated memory architecture and you still have that design in the MEGA ULTRA COMPUTERS |
and yes writing programs on those computers means a specific knowledge .... Problem is the industry said to the code continu to code the way you did so fare the hardware will optimise it | |
wich obviously isn't the case | |
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