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averne_

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averne_
·先月·議論
The blog makes it clear that "standard" GPU here is in opposition to purpose-built hardware like Cerebras. The selling point is reaching the same order of magnitude in generative speed as those approaches.
averne_
·先月·議論
I tried with some simple prompts (fibonacci, linked list manipulation) and it worked nicely.
averne_
·4 か月前·議論
I wrote the Vulkan ProRes backend. The bitstream decoder was implemented from scratch, for a number of reasons.

First, the original code was reverse-engineered, before Apple published an SMPTE document describing the bitstream syntax. Second, I tried my best at optimizing the code for GPU hardware. And finally, I wanted take the learning opportunity :)

And to answer the parent's question, the shaders are written in pure GLSL. For instance, this is the ProRes bitstream decoder in question: https://code.ffmpeg.org/FFmpeg/FFmpeg/src/branch/master/liba...
averne_
·7 か月前·議論
Not really. https://codecs.multimedia.cx/2022/12/ffhistory-fabrice-bella...

>Fabrice won International Obfuscated C Code Contest three times and you need a certain mindset to create code like that—which creeps into your other work. So despite his implementation of FFmpeg was fast-working, it was not very nice to debug or refactor, especially if you’re not Fabrice
averne_
·7 か月前·議論
Not OP but I also often to listen to ambient while programming. A couple recommendations would be "Music for Nine Post Cards" and other works by Hiroshi Yoshimura, and "Music for 18 musicians" and others by Steve Reich.

In fact, the use of loops described in this article reminded me of what Reich called "phases", basically the same concept of emerging/shifting melodic patterns between different samples.
averne_
·9 か月前·議論
New physics in this context means previously unknown effects or mechanisms, or even a new theory/framework for an already understood phenomenon. Using "physics" in this way is common amongst academics.
averne_
·9 か月前·議論
The main reason a wafer scale chip works there is because their cores are extremely tiny, and silicon area that gets fused off in the event of a defect is much lower than on NVIDIA chips, where a whole SM can get disabled. AFAIU this approach is not easily applicable to complex core designs.
averne_
·10 か月前·議論
The NVidia driver also has userland submission (in fact it does not support kernel-mode submission at all). I don't think it leads to a significant simplification or not of the userland code, basically a driver has to keep track of the same thing it would've submitted to an ioctl. If anything there are some subtleties that require careful consideration.

The major upside is removing the context switch on a submission. The idea is that an application only talks to the kernel for queue setup/teardown, everything else happens in userland.
averne_
·11 か月前·議論
It actually doesn't make much difference: https://chipsandcheese.com/i/138977378/decoder-differences-a...
averne_
·昨年·議論
Matrix instructions do of course have uses in graphics. One example of this is DLSS.