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.so tmac
.TL
.rs
.sp |3i
GPU Filesystem for Plan 9
.LP
.ce 100
Joel Fridolin Meyer
.CW \[email protected]\s0
.sp 1i
10th International Workshop on Plan 9
.br
\s-3April 12-14 2024\s0
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.ds LF "IWP9 2024
.ds CF "GPU Filesystem for Plan 9
.ds RF "%
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.TL
What is a GPU?
.DS
.PS <what.p
.PE
.DE
.IP •
Coprocessor
.IP •
``Separate Computer''
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``Graphics'' Processing Unit
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Single Instruction, Multiple Data (SIMD)
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Application Architecture
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.PS <arch.p
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.DE
.IP •
Resource Abstraction (Plug and Play)
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9P Performance?
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Scalability on the application level
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Inspired by Vulkan
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Designed by Khronos
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Lowlevel API
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Abstract and cross-platform
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Shaders and buffers as objects
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.TL
Inspired by Vulkan
.sp 1i
.IP •
Designed by Khronos
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Lowlevel API
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Abstract and cross-platform
.IP •
Shaders and buffers as objects
.DS
.PS <comp.p
.PE
.DE
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Shader Compilation
.DS
.PS <glsl.p
.PE
.DE
.IP •
Lots of magic happens in the driver
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SPIR-V program is cross-platform
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Filesystem Interface
.DS
.PS
down
move 2
box "\fB\s+3Work in progress!\s0\fR" wid 4 ht 1.2
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.DE
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Filesystem Interface
.sp 1i
.IP •
Simple to understand
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Generic enough to be portable
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Plug and Play
.IP •
GPGPU first (compute shader)
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Filesystem Interface
.sp .5i
.DS
.ft CW
/dev/gpu
	/ctl        \fR\f(CW
	/desc       \fRdescriptor table\f(CW
	/0/ctl      \fRobject 0 ctl file\f(CW
	/0/buffer   \fRbuffer data\f(CW
	/1/ctl      \fRobject 1 ctl file\f(CW
	/1/shader   \fRshader program\f(CW
.DE
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Filesystem Interface
.sp .5i
.DS
.ft CW
/dev/gpu
	/ctl        \fR\f(CW
	/desc       \fRdescriptor table\f(CW
	/0/ctl      \fRobject 0 ctl file\f(CW
	/0/buffer   \fRbuffer data\f(CW
	/1/ctl      \fRobject 1 ctl file\f(CW
	/1/shader   \fRshader program\f(CW
.DE
.sp 1i
.DS
.ft CW
; echo n b 4  > ctl    # object 0, buffer 4 bytes
; echo n s    > ctl    # object 1, shader
; cp buffer.bin 0/buffer
; cp shader.spv 1/shader
.DE
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Filesystem Interface
.sp .5i
.DS
.ft CW
DescPool 0
	Set 0
		0  -1   \fR(unbound)\f(CW
		1   0   \fR(Buffer 0)\f(CW
		2  -1   \fR(unbound)\f(CW
		3  -1   \fR(unbound)\f(CW
	Set 1
.DE
.sp .5i
.IP •
Shader is bound to a descriptor pool
.IP •
Buffer is bound to a specific binding
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Shader program knows which set+binding to access
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Example Shader Program
.sp .2i
.DS
.ft CW
#version 450 core

layout(std430, set = 0, binding = 1) buffer pos
{
	vec4 positions[];
};

layout(local_size_x = 1000,
	local_size_y = 1, local_size_z = 1) in;

void main() {
	vec4 position =
		positions[gl_GlobalInvocationID.x];
	// do something beautiful
}
.DE
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Workgroups
.sp 1i
.IP •
Number of workgroups (set by application)
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Workgroup size (compiled in the shader; \f(CWlocal_size_x\fR, …)
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Both are 3D vectors
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#(Invocations) = #(workgroups) · (Workgroup size)
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Implementation
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Draft Implementation (CPU)
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Drawterm (GPU, Vulkan SDK)
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Possible others? (SSE/CPU, network, hardware, …)
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.LP
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.sp |3.5i
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\s+5\fBThank you\fR\s0
Questions?
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