In a white paper released during a semiconductor design conference last week in Silicon Valley, researchers from the University of Wisconsin-Madison outlined the architecture of the open source GPU dubbed MIAOW, or Many-core Integrated Accelerator of Wisconsin. The prototype was essentially designed to demonstrate an open source GPGPU compatible with OpenCL. The researchers said their goal was to emulate a full system, not to compete with commercial designs.
After having gone through a management buyout just three months ago, the newly formed Basemark has introduced a suite of mobile benchmarks for iOS, OpenGL ES 3.1, and Metal. That’s impressive in of and by itself, but even more so because now for the first time a comparative test suite can be run across OSs with the same workloads and profile.
The PowerVR Imaging Framework for Android comprises a set of extensions to the OpenCL and EGL Application Programming Interfaces (APIs) that enable efficient interoperability of software running on PowerVR GPUs with other components such as a CPU, ISP and VDE. These extensions enable the construction of shared memory allocations and software pipelines across multiple hardware components with no redundant memory copies (termed zero-copy). The framework is integrated at the library layer of the Android software stack, enabling efficient interoperability between APIs such as OpenCL, OpenGL ES and emerging APIs such as OpenVX.
AMD demonstrated at VMworld 2015 their hardware-based GPU virtualization solution, the AMD Multiuser GPU. This new solution from AMD enables a virtualized workstation-class experience with full ISV certifications and local desktop-like performance. With the AMD Multiuser GPU, IT pros can easily configure these solutions to allow up to 15 users on a single AMD GPU. Created for GPU-accelerated workflows such as GPU compute and OpenCL, the AMD Multiuser GPU is designed to overcome the limitations of software-based virtualization such as reduced end-user performance. Users have access to native AMD display drivers for OpenGL, DirectX and OpenCL acceleration, enabling work without restrictions. Additional AMD Multiuser GPU features include Compute capabilities based on OpenCL supported by industry leading GPU virtualization; Full feature set support including DirectX 12 and OpenGL 4.4 and OpenCL 2.0 acceleration support.
The Khronos Group has posted the complete slide decks from SIGGRAPH 2015 BOFs online. Included in the slides are the many presentations from WebGL, along with slides from the 3D, OpenCL and OpenVX BOF.
Toptal Technical editor Nermin Hajdarbegovic has written great overview on Vulkan. If you're curious how this new API slated compares to OpenGL, or how it relates to SPIR-V, this would be a good starting point.
Get Hands-on with Mobile Graphics! “An Introduction to Mobile Graphics” are one day workshops offered by Imagination Technologies in North London. At Universities, graphics technologies are generally taught as part of game development or the computer science curriculum, and are based on standard console or PC graphics. Since mobile devices are becoming increasingly popular, it is important that developers also understand the specific constraints of mobile devices where power-efficient rendering is a must. Imagination is partnering with Darren McKie (games and graphics programme leader at the University of Hull) to organize a workshop designed to introduce real-time rendering using OpenGL ES on mobile devices to students who have little or no prior experience with 3D graphics programming.
AMD announced the release of APP SDK 3.0 supporting OpenCL 2.0. AMD APP SDK 3.0 adds support for Windows 10 as well as AMD’s latest 6th generation AMD A-series processors, Radeon R9 series graphics cards and FirePro W8100 and W9100 series graphics cards. AMD APP SDK 3.0 contains a complete set of sample code illustrating how to utilize each of the major new features of OpenCL 2.0. Some of these features are highlighted in the OpenCL 2.0 Demystified blog-series.