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Hello World on the GPU (2019)
- JonChesterfield 3y agoAs of this year (ish), `int main() {puts("hello, world\n");}` stands a decent chance of running on a GPU and doing the right thing if you compile it with clang. Terminal application style. Should be able to spell it printf shortly, variadic functions turn out to be a bit of a mess.
- KeplerBoy 3y agoDo you happen to have a link to these developments?
- JonChesterfield 3y agoDocumentation is lagging reality a bit, we'll probably fix that around the next llvm release. Some information is at https://libc.llvm.org/gpu/using.html https://libc.llvm.org/gpu/using.html That GPU libc is mostly intended to bring things like fopen to openmp or cuda, but it turns out GPUs are totally usable as bare metal embedded targets. You can read/write to "host" memory, on that and a thread running on the host you can implement a syscall equivalent (e.g. https://dl.acm.org/doi/10.1145/3458744.3473357 https://dl.acm.org/doi/10.1145/3458744.3473357), and once you have syscall the doors are wide open. I particularly like mmap from GPU kernels.
- KeplerBoy 3y agoThis is super interesting, thanks!
- keldaris 3y agoIs there a way to directly use these developments to already write a reasonable subset of C/C++ for simpler usecases (basically doing some compute and showing the results on screen by just manipulating pixels in a buffer like you would with a fragment/pixel shader) in a way that's portable (across the three major desktop platforms, at least) without dealing with cumbersome non-portable APIs like OpenGL, OpenCL, DirectX, Metal or CUDA? This doesn't require anything close to full libc functionality (let alone anything like the STL), but would greatly improve the ergonomics for a lot of developers.
- JonChesterfield 3y agoI'll describe what we've got, but fair warning that I don't know how the write pixels to the screen stuff works on GPUs. There are some instructions with weird names that I assume make sense in that context. Presumably one allocates memory and writes to it in some fashion. LLVM libc is picking up capability over time, implemented similarly to the non-gpu architectures. The same tests run on x64 or the GPU, printing to stdout as they go. Hopefully standing up libc++ on top will work smoothly. It's encouraging that I sometimes struggle to remember whether it's currently running on the host or the GPU. The datastructure that libc uses to have x64 call a function on amdgpu, or to have amdgpu call a function on x64, is mostly a blob of shared memory and careful atomic operations. That was originally general purpose and lived on a prototypey GitHub. Its currently specialised to libc. It should end up in an under-debate llvm/offload project which will make it easily reusable again. This isn't quite decoupled from vendor stuff. The GPU driver needs to be running in the kernel somewhere. On nvptx, we make a couple of calls into libcuda to launch main(). On amdgpu, it's a couple of calls into libhsa. I did have an opencl loader implementation as well but that has probably rotted, intel seems to be on that stack but isn't in llvm upstream. A few GPU projects have noticed that implementing a cuda layer and a spirv layer and a hsa or hip layer and whatever others is quite annoying. Possibly all GPU projects have noticed that. We may get an llvm/offload library that successfully abstracts over those which would let people allocate memory, launch kernels, use arbitrary libc stuff and so forth running against that library. That's all from the compute perspective. It's possible I should look up what sending numbers over HDMI actually is. I believe the GPU is happy interleaving compute and graphics kernels and suspect they're very similar things in the implementation.
- pjmlp 3y agoCUDA allows for straight C++ for quite some time, that is how renderers like nanite are written. https://docs.nvidia.com/cuda/cuda-c-std/index.html https://docs.nvidia.com/cuda/cuda-c-std/index.html "C++ Standard Parallelism" https://www.youtube.com/watch?v=nwrgLH5yAlM https://www.youtube.com/watch?v=nwrgLH5yAlM Or if you prefer more vendor neutral, https://registry.khronos.org/SYCL/specs/sycl-2020/html/sycl-2020.html https://registry.khronos.org/SYCL/specs/sycl-2020/html/sycl-... Currently with C++17 support.
- pjmlp 3y agoCUDA already does printf, and C++20 support, minus modules.
- JonChesterfield 3y agoC++20 would be news to me. Do you have a reference? The closest I can find is https://github.com/NVIDIA/cccl https://github.com/NVIDIA/cccl which seems to be atomic and bits of algorithm. E.g. can you point to unordered_map that works on the target? I think some pieces of libc++ work but don't know of any testing or documentation effort to track what parts, nor of any explicit handling in the source tree.
- SubjectToChange 3y agoIIRC, CUDA Toolkit 12.0 added partial support for C++20 in nvcc and nvrtc.
- pjmlp 3y agoYes, it is right there on the documentation. https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#c-20-language-features https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.... Existing restrictions, https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#cpp20 https://docs.nvidia.com/cuda/cuda-c-programming-guide/index....
- JonChesterfield 3y agoWell, the docs say C++ support. There's a reference to <type_traits> and a lot of limitations on what you can do with lambda. I don't see supporting evidence that the rest of libc++ exists. I think what they mean is some syntax from C++20 is implemented, but the C++ library is not. By "run C on the GPU" I'm thinking of taking programs and compiling them for the GPU. The lua interpreter, sqlite, stuff like that. I'm personally interested in running llvm on one. Not taking existing code, deleting almost all uses of libc or libc++ from it, then strategically annotating it with host/device/global noise and partitioning it into host and target programs with explicit data transfer. That is, I don't consider "you can port it to cuda with some modern C++ syntax" to be "you can run C++", what with them being different languages and all. So it doesn't look like Nvidia have beaten us to shipping this yet. Thank you for the reference. Edit: a better link might be https://nvidia.github.io/libcudacxx/standard_api.html https://nvidia.github.io/libcudacxx/standard_api.html which shows an effort to port libc++, but it's early days for it. No STL data structures in there.
- krackers 3y agoWhat does that do under the hood though? What does it mean to execute puts from a GPU?
- JonChesterfield 3y agoLibc on x64 is roughly a bunch of userspace code over syscall which traps into the kernel. Looks like a function that takes six integer registers and writes results to some of those same registers. Libc on nvptx or amdgpu is a bunch of userspace code over syscall, which is a function that takes eight integers per lane on the GPU. That "syscall" copies those integers to the x64/host/other architecture. You'll find it in a header called rpc.h, the same code compiled on host or GPU. Sometime later a thread on the host reads those integers, does whatever they asked for (e.g. call the host syscall on the next six integers), possibly copies values back. Puts probably copies the string to the host 7*8 bytes at a time, reassembles it on the host, then passes it to the host implementation of puts. We should be able to kill the copy on some architectures. Some other functions run wholly on the GPU, e.g. sprintf shouldn't talk to the host, but fprintf will need to. The GPU libc is fun from a design perspective because it can run code on either side of that communication channel as we see fit. E.g. printf floating point handling seems prone to large numbers of registers needed on the GPU at the moment so we may move some work to the host to make the register usage better (higher occupancy).
- dragontamer 3y agoThere's a degree of GPU-style going on here, but its not OpenGL or DirectX. for y in 0..height { for x in 0..width { // Get target position let tx = x + offset; let ty = y; So this code, in a language I'm not too familiar with, is clearly a GPU concept. Except, this 2-dimensional for-loop is executed in parallel on modern GPUs in the so-called pixel-shader. A Pixel-shader is all sorts of complications in practice that deserves at least a few days of studying the rendering pipeline to understand. But the tl;dr is that a pixel-shader launches a thread (erm... a SIMD-lane? A... work-item? A shader?) per pixel, and then the device drivers do some magic to group them together. Like, in the raw hardware, pixel0-0 is going to be rendered at the same time as pixel0-1, pixel0-2, etc. etc. And the values inside of this "for loop" are the code that runs it all. Sure its SIMD and all kinds of complicated to fully describe what's going on here. But the bulk of GPU-programming (or at least, for pixel shaders), is recognizing the one-thread-per-pixel (erm, SIMD-lane per pixel) approach. ------------------ Anyway, I think this post is... GPU-enough. I'm not sure if this truly executes on a GPU given how the code was written. But I'd give it my stamp of approval as far as "Describing code as if it were being done on a GPU", even if they're cheating for simplicity in many spots. The #1 most important part is that the "rasterize" routine is written in the embarrassingly parallel mindset. Every pixel "could" in theory, be processed in parallel. (Notice that no pixels have race-conditions or locks, or sequencing needed with each other). And the #2 part is having the "sequential" CPU-code logically and seamlessly communicate with the "embarrassingly parallel" rasterize routine in a simple, logical, and readable manner. And this post absolutely accomplishes that. Its harder to write this cleanly than it looks. But having someone show you, as per this post, how it is done helps with the learning process.
- pjmlp 3y agoIt is a Rust application making use of wgpu, Rust's WebGPU native library.
- dragontamer 3y agoNope. Pixel shaders in WebGPU / wgpu are written in WGSL. The above 2-dimensional for-loop is _NOT_ a proper pixel shader (but it is written in a "Pixel Shader style", very familiar to any GPU programmer).
- hutzlibu 3y ago"Graphics programming can be intimidating. It involves a fair amount of math, some low-level code, and it's often hard to debug. Nevertheless I'd like to show you how to do a simple "Hello World" on the GPU. You will see that there is in fact nothing to be afraid of." 57 created objects later "Hm. Damn" Well .. there is a reason it is usually "hello triangle" on GPU tutorials. Spoiler alert, GPUs ain't easy.
- raytopia 3y agoWell if you use glBegin it's pretty easy. glBegin(GL_TRIANGLES); glVertex3f( 0.0f, 1.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glEnd(); And there you go you got a triangle. It's great for beginners because they can see the results very fast and once they want to start having crazy graphical effects or need more performance you can move to shaders.
- hutzlibu 3y agoErm yes. A triangle is quite easy .. but here they tried a simple tutorial to actually print "Hello World" .. and surprise, it wasn't easy and in the end just stops.
- raytopia 3y agoIt's not as easy as drawing triangles but glut which was a part of old school opengl had the function glutBitmapString which made it pretty easy to draw text in a few lines.
- jacquesm 3y agoThe hardware was designed to display triangles, not to do 'Hello world'. So it's not all that surprising that the one is easier than the other, in a way it is surprising that the other can be done at all. But as CPUs and GPUs converge it's quite possible that NV or another manufacturer eventually slips enough general purpose capacity onto their cards that they function as completely separate systems. And then 'Hello world' will be trivial.
- raytopia 3y agoGreat parody of WebGPU and other low level graphics apis.
- runetech 3y agoIf nothing else, I am grateful for the introduction to Selah Sue (music that plays when you press, well.. the play symbol in the top animation). Spectacular vibe! Combined with the fullscreen animation is almost reminiscent of the demo-scene. I enjoyed the rest of the actual web page much more after that. I salute thee whoever made this. Much appreciated!