Daniel Moth
My blog: The Moth.
@DanielMoth
http://www.danielmoth.com/Blog/
| Forum | Thread | Replies | Latest activity |
|---|---|---|---|
| The 9 Guy Around The World | Daniel Moth (caricature) | 0 | Mar 03, 2008 at 3:26 PM |
| Coffeehouse | Any Niners in Orlando? | 12 | Jul 18, 2006 at 2:16 PM |
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Oct 17, 2011 at 8:31 PM@g227: C++ AMP runs on servers, and we have early adopters doing exactly that. If you are the same GT227 that posted on the C++ AMP MSDN forum, may I suggest keeping the discussion there?
Taming GPU compute with C++ AMP
Oct 14, 2011 at 7:34 PM@ All: glad you enjoyed the presentation.
@Freeman: For VS 11 timeframe, our recommendation is interoping from .NET as per the blog post you found. For future releases, we may consider adding this capability directly to the .NET Framework based on customer feedback, but it is not in any plans right now.
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 4:07 PM@David: For SSE support, we have nothing to announce today, but stay tuned
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 1:50 PMAnyone watching this video and wishing to comment, we are taking comments here instead:
http://channel9.msdn.com/posts/Daniel-Moth-Blazing-fast-code-using-GPUs-and-more-with-C-AMP
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 1:50 PM@David: Thanks David.
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 1:47 PM@piersh: I don't hink I missed your point. Yes, like I said, we have various design options for *future* releases where versioning will be required. Herb's reply that Charles pointed you to, is one of those design options - it is not final, but shows an example (another would be compiler options for example). I pointed out that you do not need to worry about that in our first release. HTH.
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 12:04 PM@DeadMG: First let me say "wow!". I can't believe you wrote all that code without a compiler after seeing just one slidey talk. I haven't run it through the compiler, but it looks like it would compile. The only thing you need to add is a call to refresh on the input_view array_view so it can reflect the changes you made to the input vector. The other way to have done it is to use input_view directly on the CPU side to update it (and the changes would immediatelly propagate to input). There are more considerations (particularly around performance) depending on whether the data you access in the second kernel invocation are large/small, sparse/dense but that will have to do for now...
So the answer to your original question is that to use arrays as indices, you would have to do exactly what you did in your code... there are no other provisions... Feel free to contact me offline to talk about those.
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 11:59 AM@Londey: Please see my response to piersh on versioning. Yes you can have a function be callable from both CPU and direct3d code by combining the restictions e.g. restrict(cpu, direct3d). This is covered in the talk. For an implicit fallback to SSE, we have nothing to announce today, but stay tuned
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 11:56 AM@piersh: When we release there will be no need for versioning. We have various design options for future releases where versioning may be required. Remember, the versioning would only help in relaxing restirctions and allowing you to "do more" in your kernel code, hence recompiling would be necessary regardless and you just need a way to delcare what restictions you want to adhere to.
Daniel Moth: Blazing-fast code using GPUs and more, with C++ AMP
Jun 20, 2011 at 11:54 AM@Gordon: The word portable was within the context of hardware, which I mentioned every time I mentioned the word portable.
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