Comments (1)
Meeting notes
Participants
Minutes
Status update
Codegen - @khyperia
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Getting really close
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Last issues left is dealing with linking unsupported functions, working with @Jasper-Bekkers
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Moving ahead to start design how we make an entry point and represent address spaces (#23)
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Done a bunch of work to improve for onboarding, README, code comments (#28)
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No binding stuff implemented yet and no GPU specific stuff
- Biggest question is design how it should look like
- Doing first easy implementation is good
- Expose intrinsics?
- May be easier to do arguments to pass in data than global statics
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What to do with virtual functions?
- Could probably support but will be very slow
- Likely not in the first prototype, no need for our shaders
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Do we want to run as much Rust code as possible? Or just some shaders
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Once a first shader is up we'll be able to build and work on higher-level ergonomic shaders and Rust features
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First hello world shader will be a compute shader
- GL compute or Kernel type?
- Ark doesn't have any compute shaders yet :)
- But can be tested separately or add a quick dummy pass in it
Structurizer (#24) - @VZout
- Going quite slowly
- Some help from wasm people that are familiar with the algorithm could be useful
- But otherwise just needs to focus in on it deeply and solve it
- Move repo fork from personal account to EmbarkStudios org - @VZout
- Will after this task move back to focus on Ark core work, not Rust GPU tasks
@termhn joining the project!
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Yay!
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Good first issues?
- First: Convert over Ark shaders to pseudo-Rust (#4)
- @Jasper-Bekkers sketched/converted a first one (#14), drove a lot of good discussions and issues. Let's convert most Ark shaders!
- @termhn: Yes most interested in this!
- Later: Design our Rust "std" graphics library
- @khyperia: may have some smaller starter issues, but a lot of code churn right now so difficult
- @Jasper-Bekkers: Linker stuffs (#27)
- Convert over test cases?
- Good way to get into some codegen
- First: Convert over Ark shaders to pseudo-Rust (#4)
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Decided to start with the higher-level Rust shaders work, which is not blocked by the codegen work
Other topics
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How to expose vector types in Rust?
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Will move meeting from 16:00 CET to 17:00 to make it easier to for @termhn to join
- Aim for 30 min meetings
- Can have smaller separate deeper tech syncs if needed, and more discussion in issues & chat as well
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Related Issues (20)
- Initializing workgroup memory HOT 2
- Please advise on how to benchmark GPU with Rust-GPU HOT 2
- SPIR-T panics with assertion failed: list_eq_key(children) ==\n list_eq_key(self.func_def_body.at(unstructured_region).def().children). HOT 3
- Some shaders that compiled in 0.8 are erring in 0.9 HOT 9
- Shaders should not implicitly enable VulkanMemoryModel
- Ray tracing position fetch support HOT 2
- Incorrect index validation HOT 3
- How to get spir-v with OpCapability Kernel? HOT 1
- Replace "zombie" system with post-legalization SPIR-T validation.
- documentation and examples for porting WGSL/GLSL shaders HOT 1
- spirv-std/`Image!` should expose `AccessQualifier`. HOT 3
- RuntimeArray as uniform creates invalid spv instead of erroring
- Using `arch::ignore_intersection` causes shader compilation to fail
- Infrastructure for using ShaderToy as a test corpus HOT 5
- Ported shadertoy shader runs very slow (fractal pyramid) HOT 5
- Unable to build rustc_codegen_spirv with nightly 2023-09-30 HOT 5
- Improve documentation to include visual of what example app should look like? HOT 2
- Conditionals and code generation performance HOT 3
- Cargo component not available with nightly 2023-05-27 which is publicised on crates.io
- adding spirv-std anywhere in the worskspace, slows down the CPU code due to libm feature
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