ref: 1676716413ae6e2368025dfc98cc9212f6e18dfb
parent: 61f6908ca1a0c7b279e840a992e8d4307afd78ad
author: sirjofri <[email protected]>
date: Fri Feb 16 09:00:31 EST 2024
spelling errors
--- a/gpufs.txt
+++ b/gpufs.txt
@@ -12,7 +12,7 @@
.AI
.AB
Many modern computer systems have dedicated hardware for computing graphics and other floating point-heavy operations.
-GPU manufacturers and organisations try to standardize interfaces, often providing standard APIs and drivers for their specific hardware.
+GPU manufacturers and organizations try to standardize interfaces, often providing standard APIs and drivers for their specific hardware.
This WIP paper tries to describe a potential filesystem for Plan 9 for dedicated GPU hardware.
.AE
]]]
@@ -19,7 +19,7 @@
# Graphics or not graphics?
-GPU hardware evolved from very specified pipelines for 2D rendering to 3D rendering and more generic interfaces.
+GPU hardware evolved from very specialized pipelines for 2D rendering to 3D rendering and more generic interfaces.
In the last few years GPU manufacturers started to sell ``unified shaders'' that allow even more generic computing pipelines.
The trend towards hardware accelerated AI computation and the recent trend to more specialized graphics processing¹ justifies to drop native graphics processing support, at least in an initial implementation.
@@ -95,7 +95,7 @@
]]]
The filesystem can't know when a shader is loaded completely.
-Because of that, it is necessary to manually tell it to compile the shader.
+Because of that, it is necessary to tell it to compile the shader.
This can be done by issuing the ‥compile‥ command on the shader control file (3).
Since a single SPIR-V program can contain multiple entry points (‥OpEntryPoint‥), it is necessary to specify which shader function to run (3).
@@ -119,7 +119,7 @@
The code currently covers the described filesystem interface completely, however not all functionality is implemented.
Furthermore, there are bugs to be expected. [gpufs]
-Language-wise, there's a SPIR-V assembler as well as a SPIR-V disassembler.
+There's a SPIR-V assembler as well as a SPIR-V disassembler.
Both are far from feature complete according to the SPIR-V specification, missing instructions can be added easily.
It is planned to build the embedded SPIR-V compiler as soon as possible, as well as the runtime engine, so we can finally run shaders and use the filesystem as intended.