4 ms·
> Nearly direct-access to the GPU Not sure what you consider "near", but I certainly wouldn't consider even Direct3D 12 to be anywhere "near" direct access to
by microcolonel 9y ago
> Nearly direct-access to the GPU
Not sure what you consider "near", but I certainly wouldn't consider even Direct3D 12 to be anywhere "near" direct access to the GPU. It doesn't expose the shader ISA, it doesn't expose the command stream format, it doesn't expose the register sets.
The user mode scheduler is not the system scheduler, thus my statement holds.
- dragontamer 9y ago> Not sure what you consider "near", but I certainly wouldn't consider even Direct3D 12 to be anywhere "near" direct access to the GPU. It doesn't expose the shader ISA, it doesn't expose the command stream format, it doesn't expose the register sets. Of course, none of those are important. The important bit to expose are exposed. IE: The memory-model of the GPU. CPU memory space vs GPU memory space, such as Residency: https://msdn.microsoft.com/en-us/library/windows/desktop/mt186622(v=vs.85).aspx https://msdn.microsoft.com/en-us/library/windows/desktop/mt1.... Indeed, the ability for C++ to create abstractions that can track memory spaces in DirectX is proof positive that C++ has useful features applicable to the OS developer. https://msdn.microsoft.com/en-us/library/windows/desktop/mt613239(v=vs.85).aspx https://msdn.microsoft.com/en-us/library/windows/desktop/mt6... ------- Note that both CUDA and OpenCL support C++ features as well. The RAII feature of C++ alone is a huge benefit to anybody tracking what bits are where in OS settings. Have you tried to use C++ in the last 10 years?