Whats holding ~100% D GUI back?
Gregor Mückl
gregormueckl at gmx.de
Fri Nov 29 08:45:30 UTC 2019
On Friday, 29 November 2019 at 06:02:40 UTC, Ola Fosheim Grostad
wrote:
> On Friday, 29 November 2019 at 05:16:08 UTC, Jab wrote:
>> IIRC GPUs are limited in what they can do in parallel, so if
>> you only need to do 1 things for a specific job the rest of
>> the GPU isn't really being fully utilized.
>
> GPUs have used a VLIW design, but are moving to RISC as a
> result of the GPGPU trend. So, becoming more like simple CPUs.
> But what you get and what you get to access will vary based on
> API and hardware. (AI and raytracing will likely cause more
> changes in the future too.)
>
GPUs are vector processors, typically 16 wide SIMD. The shaders
and compute kernels for then are written from a single-"threaded"
perspective, but this is converted to SIMD qith one "thread"
really being a single value in the 16 wide register. This has all
kinds of implications for things like branching and memory
accesses. Thus forum is not rhe place to go into them.
> So you need a CPU software renderer to fall back on, GPU
> rendering is more of an optimization in addition to CPU
> rendering. But more and more is moving to the GPU.
>
> Look at the roadmap for Skia to get an idea.
Yes, proper drawing of common 2d graphics primitives is hard.
More information about the Digitalmars-d
mailing list