#abstract khronos
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What the hell's going on? Can someone tell me please, why I'm switching faster than the channels on TV? I'm #000000- Then I'm #FFFFFF- Something isn't right. My enemy's invisible- IDK how to fight. The trembling fear is more than I can take, when I'm up against the ECHO in the mirror The trembling fear is more than I can take, when I'm up against- against- E E E ECHO
#heavily inspired by the echo readmission remix of course#genuinely inspired abstract khronos' behaviours and even some of her design#khronos#abstract khronos#khronos soul#time#time goddess#kirby oc#kirby series#tw scopophobia#cw scopophobia#<- just in case#heiressofdoodles
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Phanes – The God of Creation And New Life Phanes is the god of proliferation and new life. He was hatched from the cosmic egg and created the world as it came to be. A dual deity of light and goodness, Phanes is a vague figure in Greek Mythology. His symbols are the egg, the serpent and the zodiac circle.Phanes’ OriginsBased on the Orphic Tradition, before the beginning of conscience and existence, Chronos (Time) created the cosmic egg, out of which emerged a deity with large golden wings on his back, wearing a helmet on his head and bearing an obscure serpent around his body.
His name was Phanes Protogonos (First-Born) and he was the first deity that brought light and shaped the world. Other sources regard him as more of an abstract personification of the universe rather than an actual god, placing Nyx, The Greek primordial Goddess of Night as the first deity that came into being.Roles and ResponsibilitiesPhanes’ primary role was to beget the world and make life. After the creation, he ruled over the cosmos and paved the way for the rest of the gods to come.PHANES was the primordial god (protogenos) of creation in the Orphic cosmogony. He was the generator of life--the driving force behind reproduction in the early cosmos. Phanes was hatched from the world-egg, a primordial mix of elements split into its constituent parts by Khronos (Chronos) (Time) and Ananke (Inevitability). art: Phanes by Mahaboka
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What is SPIR-V? How SYCL Expands C++ Virtual Functions

Discover SPIR-V and how it lets SYCL support heterogeneous C++ virtual functions. This post covers two notions that take SYCL in different directions.
At the 13th IWOCL International Workshop on OpenCL and SYCL, Intel's Alexey Sachiko presented several experimental ideas to expand SYCL's use and scope as a cross-architecture framework for accelerated computing from edge to cloud and AI PC to supercomputer.
Virtual functions are discussed first. SYCL aims to make C++ to multiarchitecture computing a smooth transition. Virtual functions can be redefined in derived classes to offload kernels, so expanding them is consistent.
The second concept is abstraction, although not of base class functions. Increased SPIR-V backend abstraction support will help SYCL's low-level implementation interface with the wide range of hardware architectures and custom accelerators available. The purpose is to improve SYCL LLVM-SPIR-V collaboration.
In many ways, SYCL is becoming more general. SYCL abstraction, from low-level hardware abstraction to C++ virtual function objects, will be discussed as its development continues.
SYCL Virtual Functions
Virtual functions have been used in C++ program development since its inception. Popular backend abstractions like the Kokkos C++ performance portability interface, used in high-speed scientific computing, require it.
Even though the SYCL standard allows one-definition rule (ODR) virtual inheritance, device functions cannot invoke virtual member functions, making code migration difficult.
Alexey begins his talk with a simple base class with a few virtual methods, direct classes with overrides, and offload kernels.
Easy oneAPI kernel property addition for virtual class inheritance.
The experimental indirectly callable function properties from the sycl_ext_oneapi_kernel_properties GitHub sandbox are included first. A function or offload kernel can be identified as a device function and invoked indirectly.
Why do virtual functions need this?
Program objects have virtual class overrides tables. For each virtual function call, a pointer from this table is loaded to call the relevant derived function.
In the Base function, SYCL device code limitations are violated when foo throws an exception and allocates memory.
The indirectly_callable feature makes the virtual function a device function with all its limitations, like the SYCL_EXTERNAL macro.
For the same reason, assume_indirect_calls properties_tag is needed. Kernel virtual calls without this property fail.
Alexey then discusses more advanced topics and future projects like optional kernel feature support and reqd_sub_group_size.
Considering Implementation
When designing an app with this new functionality, consider these high-level factors:
SYCL applications with virtual function support should separate each virtual function set into a device image. If you use optional kernel features, duplicate with empty functions. This provides all link stage symbols without speculative compilation.
For kernel-equipped device images, connect all images with the same virtual function sets.
When targeting SPIR-V, this happens runtime. Otherwise, it happens during build link.
See the for more on technology implementation.
Ext_intel_virtual_functions is in Intel's LLVM GitHub.
Test cases for sycl_ext_oneapi_virtual_functions extension in the same source code tree.
Improve SYCL Code using Virtual Functions
Recent versions of the Intel DPC++ Compatibility Tool 2025.1 and the Intel oneAPI DPC++/C++ Compiler include experimental and evolving virtual function functionality.
SPIR-V Backend SYCL Application
SPIR-V, a binary intermediate language for compute kernels and graphical-shader stages, was specified by the Khronos Group, which regulates SYCL. Its portable format unifies intermediate representation and programming interface for heterogeneous accelerators.
A varied language and API environment supports it
This creates a duality of intermediate abstracted hardware backend representation for C++ compilers based on LLVM and LLVM Intermediate Representation, as with all CLANG project compilers.
The SPIR-V to LLVM Translator provides bidirectional translation, however it is not updated as part of the LLVM project tree, making it prone to rare incompatibilities and disconnects.
To remedy this, Intel's compiler development team recommends SPIR-V as a normal LLVM code generation target, like other hardware target runtimes. Thus, the LLVM project includes an SPIR-V backend to ensure thorough integration testing and allow it to be used with OpenAI Triton backends, graphics-oriented programming models like Vulkan or HLSL, and heterogeneous computing with OpenCL or SYCL.
With extensive documentation, an active and growing LLVM SPIR-V working group supports and maintains the Backend:
SPIR-V Target User Guide
Clang SPIR-V Support
Intel compiler developers help resolve LLVM IR semantics and specifications to SPIR-V mapping difficulties as part of Intel's commitment to the open source community.
In his presentation, Alexey Sachkov details them and Intel's solution.
Is Spir-V?
SPIR-V, a high-level binary intermediate language, defines compute kernels and graphics shaders. It was created by Khronos Group, an OpenGL, Vulkan, and OpenCL organisation.
What that means and why it matters:
IR: GPU assembly language universal. Developers utilise GLSL or HLSL instead of writing shader code for each GPU architecture, which is complicated. Compilers create SPIR-V from this source code.
SPIR-V comes as compiled binary, not source code. This has numerous benefits:
Application startup and shader loading are faster when drivers don't parse and compile text-based shader code.
IP Protection: Shader source code is hidden, making algorithm reverse-engineering harder.
Closer Hardware: SPIR-V's lower-level representation allows more direct control and performance adjustment than high-level languages.
Standard and Portable: Before SPIR-V, each graphics API (like OpenGL or DirectX) handled shaders differently, requiring several compilers and duplication. SPIR-V is a royalty-free, open standard for graphics and computing APIs.
New, low-overhead graphics API Vulkan leverages SPIR-V shaders.
Although optional, OpenGL 4.6 and later support SPIR-V.
OpenCL: GPU/processor parallelism.
In Shader Model 7.0, Microsoft aims to replace DXIL with SPIR-V for Direct3D interoperability. Important for graphics ecosystem unity.
SYCL Code Compilation Target: SPIR-V
The SPIR-V Backend for LLVM is still being developed, however it has been a project target since January 2025. Try it and comment on the LLVM project RFC page.
Use SPIR-V, oneAPI, and SYCL Now
To learn about these and other new features in LLVM-based C++ compilers and toolchains with SYCL support, see the Intel oneAPI DPC++ C++ Compiler and oneAPI Overview landing page.
#SPIRV#VirtualFunctionsinSYCL#SYCL#SYCLCode#LLVM#SPIRVbackend#SPIRVtool#technology#technews#technologynews#news#govindhtech
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Daylight savings time more'n minute effect on me
In 2024, daylight savings time will begin at two o'clock ante meridiem on Sunday, March tenth. That will mean losing an hour of precious sleep and moving the clocks (around your house, and sundry frequented places) forward one hour, though your cell phone, computer, and television plus other electronic devices will likely automatically adjust. The sun will appear to rise and set an hour later.
Father time evinces spectacular robustness despite weathering setback of countless finagling representation viz Chronos (/ˈkroʊnɒs, -oʊs/; Greek: Χρόνος, [kʰrónos], "time"), also spelled Khronos or Chronus, is a personification of time in pre-Socratic philosophy and later literature. Chronos. Personification of time. Time Clipping Cupid's Wings (1694), by Pierre Mignard. Symbol.
Though crafted a few years back jet lag effect affects yours truly twice each year when schedules
within body electric
such as circadian rhythm
dislocate psyche
analogous to seismic shift
NOT attributed to global warming, nor aeronautically bound sky high,
but linkedin to hour hand
on analog clock set ahead or behind one hour.
Just about a bajillion moments ago
(from date/time
I wrote these words), a dawning realization
arose within this sol son begat
from ma late mother
and (initial commencement of this poem) while then octogenarian widower father, lived at Normandy Farms Senior Community
in Blue Bell, Pennsylvania
(he since passed away
October 7th, 2020)
oh... no nothing cat
tuss strophic, boot
merely the revelation,
how fist bumping dee clocks an hour hand ahead
remembered by dat
dog gone refrain spring ahead, and fall back,
this unemployed chap doth down play eclat attests that his quotidian rising schedule minimally affected
holed up here
in Highland Manor named flat
roomy enough for thyself, the Missus,
and buzzfeed ding fruit flies
each approximately the size of a gnat
a minor nuisance, though tolerable
within this appealing habitat,
where minor inconvenience experienced
by this Schwenksville, Pennsylvania resident cuz as a recipient
of social security disability
(social anxiety) this psyche didst get rent, which fixed (unearned) income budgeted
and predominantly costs of living money spent hence no need to arise
bright tailed and bushy black eyed,
pea yon sought freedom akin
to folks camped out in a tent, which exemption immunizes
this doodle ling middle aged
muddle brained chap subjected to ranting
courtesy early morning drivers,
who angrily, frenetically,
and splenetically rant and vent
thus, the tendency, piquancy, and lunacy
to twitter (for the Yardbirds), and keep company
with night owls, who went
a hooting for all the world wide web
to hear, whence dawgs Bach
the exact number of hours, yet oblivious
to the tight rigorous tenon mortised schedule
manned by Mister Clock,
essentially foisting on Bread Winners,
an abstract artificial construct spurring
madcap commuters
to scurry in the rat race,
lest tardiness could cost
more than paycheck
(to ap pier with permanent dock
hue ment aye shun),
an unwonted blot add hoc king worry about getting canned -
i.e. on permanent furlough,
perhaps forced into a life of crime,
yet if caught... wasting away in a jail cell
as warden turns the lock
one redeeming factor,
would offer opportunity to mock management, and more pertinently
mandate to rock and roll to the incessant muted, rhyme without reasonable schlock yet devastatingly loud tick tock
analogous to stir fries noisily prepared in wok.
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Silver Millennium Outer Sailor Princesses and Species Breakdown! Part two! This one is a lot less planet-geology based and more focused on their powers and mythological parallels, explanations and design notes under the cut. Part 1 (Inners)
General Notes -The Outer Senshi are different than the Inners not just in function but in that their respective planets do not have independent populations; e.g. “Princess Neptune” is the only “Neptunian”, whereas “Princess Venus” is not the only “Venusian”. -HOWEVER there are other populations with similar appearances to the Princesses Neptune and Uranus, because they both come from larger conceptual groups e.g. “Children of Aether/Air” and “Children of Pontus/Sea” -I’ve connected them each to a specific protogenoi (primordial gods) however as established in canon the mythology we know is supposed to be loosely inspired by the facts of the senshi and silver millennium (which is conveniently also why I can explain away mythological Uranus being spawned by Gaia as “Earth-Centric inaccurate storytelling”) -The outer senshi were each “born” unconnected to their planets, and then bound to their planet’s sailor crystals, while the inner senshi were born connected to their sailor crystals because their crystals had previously been bound to the bloodline of their respective families. -As such the Outer Senshi are significantly older than the Inners. -Rather than using their human names, like the Inners I will be referring to them by their titles. At some point I may try and bullshit some proper names for their SilMil lives, but I’m not gonna try right now. That should cover general information, now for specifics (in order of appearance) Princess Pluto -She is essentially a woman “outside of time”, quite literally. Once she took her position at the Space Time door as a young adult she stopped being affected by time. It’s not just that she stopped appearing to age (like Queen Serenity), but that she would not have died without the interference of Sailor Saturn. -She has vitiligo! I did this to imitate the planet Pluto’s varied surface color. (All honesty, I love the look of this, I’d like to carry it on to her current incarnation but I have no way of keeping it consistent) -As mentioned in the manga, she is a daughter of Kronos/Khronos/Chronos aka “Father Time”. He’s kind of both a personification and an abstract concept, but by the time manga canon takes place he’s completely abstract. As a way to connect them I’ve given both the children of Kronos long pointed ears. Princess Uranus -Uranus is considered an “Ice Giant”, and because the temperature drops at higher altitudes she’s got a relatively low core body temp. -Like other air/wind spirits, she has small wings on her ankles; however she doesn’t actually need them to fly, as she can just manipulate the wind around her. -Like the mythological Uranus, she is spawned from Aether (shut up Hesiod), who embodied the pure air breathed by the Gods. Aether is another primordial being who was both a personification and an abstract concept. Princess Neptune -She’s semi-aquatic! Girl’s basically a saltwater fish. She needs high amounts of moisture and saltwater or she dries out. -Like a shark she has a tapetum lucidum, the reflective membrane in the back of the eye that helps her see in the dark depths of the ocean. -She is the daughter of Pontus, the primordial god and personification of the Deep Sea. Though she is physically similar to them, she is not a Nereid (sea nymph), as they are specifically the daughters of Nereus. Princess Saturn -She has large dark wings (i.e. “The Winged Death”/”Angel of Death”) -I’ve pictured her with open eyes here, but truthfully she was in a state of perpetual sleep until the fall of the silver millennium, at which point she awoke as Sailor Saturn and proceeded to kill basically everything left. -Another child of Kronos! This is partially because Saturn is Kronos’ Roman equivalent, but also because conceptually, time begets death. Like Pluto she’s got quite long ears. -It really irked me in the Infinity Arc how willing Uranus and Neptune were to kill a literal child, but I thought, “well, there must be a reason they’re so scared of her”. Then I realized; all the inner senshi died at the battle on the Moon, but Uranus and Neptune weren’t there. They were still alive when Saturn woke, and were conscious up until their deaths at her hands. Unlike Hotaru, SilMil Saturn is a merciless, personality-less murder machine.
#sailor moon#art#digital art#character design#character redesign#sailor moon redesign#outer senshi#outer sailor senshi#sailor princesses#princess pluto#princess uranus#princess neptune#princess saturn#sailor pluto#sailor uranus#sailor neptune#sailor saturn#animation#anime#women in animation#artists on tumblr#redesign#redesign series#greek mythology#mythology#lore#worldbuilding#silver millennium#silver millennium lore#silver millennium worldbuilding
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Mac os x mojave dark mode

#MAC OS X MOJAVE DARK MODE DRIVER#
#MAC OS X MOJAVE DARK MODE UPGRADE#
#MAC OS X MOJAVE DARK MODE SOFTWARE#
#MAC OS X MOJAVE DARK MODE PLUS#
#MAC OS X MOJAVE DARK MODE SERIES#
Finder now has metadata preview accessed via View > Show Preview, and many other updates, including a Gallery View (replacing Cover Flow) that lets users browse through files visually. Mojave features changes to existing applications as well as new ones. The only supported Nvidia graphics cards are the Quadro K5000 and GeForce GTX 680 Mac Edition. Mojave removes integration with Facebook, Twitter, Vimeo, and Flickr, which was added in OS X Mountain Lion. New data protections require applications to get permission from the user before using the Mac camera and microphone or accessing system data like user Mail history and Messages database. APFS will also store all metadata for a Fusion Drive's file system on the SSD. On Fusion Drives using APFS, files will be moved to the SSD based on the file's frequency of use and its SSD performance profile.
#MAC OS X MOJAVE DARK MODE PLUS#
When Mojave is installed, it will convert solid-state drives (SSDs), hard disk drives (HDDs), and Fusion Drives, from HFS Plus to APFS. In macOS Mojave 10.14, this alert appears once every 30 days when launching the app, as macOS 10.15 will not support 32-bit applications. Ĭontinuing the process started in macOS High Sierra (10.13), which issued warnings about compatibility with 32-bit applications, Mojave issues warnings when opening 32-bit apps that they will not be supported in future updates. The MoltenVK library can be used as a bridge, translating most of the Vulkan 1.0 API into the Metal API. MacOS does not natively support Vulkan, the Khronos group's official successor to OpenGL.
#MAC OS X MOJAVE DARK MODE DRIVER#
It reduces driver overhead and improves multithreading, allowing every CPU thread to send commands to the GPU. Metal reduces CPU load, shifting more tasks to the GPU. Metal makes use of the homogenized hardware by abandoning the abstraction layer and running on the "bare metal". As time went on, Apple has shifted its efforts towards building its hardware platforms for mobile and desktop use. At the time, moving to OpenGL allowed Apple to take advantage of existing libraries that enabled hardware acceleration on a variety of different GPUs.
#MAC OS X MOJAVE DARK MODE SOFTWARE#
Apple chose OpenGL in the late 1990s to build support for software graphics rendering into the Mac, after abandoning QuickDraw 3D. OpenGL is a cross-platform graphics framework designed to support a wide range of processors. The graphics frameworks OpenGL and OpenCL are still supported by the operating system, but will no longer be maintained developers are encouraged to use Apple's Metal library instead. MacOS Mojave deprecates support for several legacy features of the OS. Some features are not available on all compatible models.
#MAC OS X MOJAVE DARK MODE UPGRADE#
MacOS Mojave requires at least 2 GB of RAM as well as 12.5 GB of available disk space to upgrade from OS X El Capitan, macOS Sierra, or macOS High Sierra, or 18.5 GB of disk space to upgrade from OS X Yosemite and earlier releases.
Mac Pro: Late 2013 or newer Mid 2010 or Mid 2012 models require a Metal-capable GPU.
MacBook Pro: Mid 2012 or newer, Retina display not needed.
Compatible models are the following Macintosh computers running OS X Mountain Lion or later: Mojave requires a GPU that supports Metal, and the list of compatible systems is more restrictive than the previous version, macOS High Sierra. It was followed by several point updates and supplemental updates. The retail version of 10.14 was released on September 24. The developer preview of the operating system was released for developers the same day, followed by a public beta on June 26. Apple pitched Mojave, named after the California desert, as adding "pro" features that would benefit all users. MacOS Mojave was announced on June 4, 2018, at Apple's annual Worldwide Developers Conference in San Jose, California.
4.4 Other applications found on macOS 10.14 Mojave.
Mojave was well received and was supplemented by point releases after launch. It also includes a much more comprehensive " dark mode", is the final version of macOS to support 32-bit application software, and is also the last version of macOS to support the iPhoto app, which had already been superseded in OS X Yosemite (10.10) by the newer Photos app. MacOS Mojave brings several iOS apps to the desktop operating system, including Apple News, Voice Memos, and Home. It succeeded macOS High Sierra and was followed by macOS Catalina.
#MAC OS X MOJAVE DARK MODE SERIES#
The operating system's name refers to the Mojave Desert and is part of a series of California-themed names that began with OS X Mavericks. Mojave was announced at Apple's Worldwide Developers Conference on June 4, 2018, and was released to the public on September 24, 2018. MacOS Mojave ( / m oʊ ˈ h ɑː v i, m ə-/ mo- HAH-vee version 10.14) is the fifteenth major release of macOS, Apple Inc.'s desktop operating system for Macintosh computers.

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BlackLotus 2 BlackLotusX: A Seismic Shift
Hi everyone, During the development of Alpha 6, I've faced just an enormous amount of road blocks, and the issues come down to one or both of two things
Thing 1: OpenGL.
Now, OpenGL by itself isn't a problem, and it's 100% how I've used it. OpenGL is not at fault for anything. I am in this case.
Immediate Mode Fixed Functiuon Pipeline is all I've ever known for OpenGL rendering. It's how I started looking at it many may years ago, and as far as I was concerned with the tutorials I was ingesting over the past several months, this was still the accepted practice. I didn't need any of that fancy shader business for my flat shaded full-bright raycasting renderer (and blah blah blah excuses excuses).
But the reason OpenGL is part of my list of "things" nagging me is because of Thing 2:
Thing 2: SFML.
SFML by itself is a fine framework that does a *lot* of things right. But it does a sneaky thing I wasn't expecting. See, when I installed it, and started using it, most of my existing code could be ported pretty easily from FreeGLUT. Everything just worked, although a little wonky at first. Then I started my task of implementing floors and ceilings. Without getting too much into it, the big prospect here was that in order to do floors and ceilings at the resoluton I was aiming for, I had to loop through every pixel of the screen space (the full screen) and apply a color value to an opengl primitive. When I wrote this for immediate mode, my framerate cranked down to 8fps, as expected, I knew the approach was lame but I needed to simply see some results. This is when I learned about VBO's. And guys, I tried for days to get VBO's to work at ALL, but the exceptions just wouldn't let me have it. I set SFML to use OpenGL 4.6 (this is important), I reimplemented GLEW, I introduced additional real time output displays to monitor whats going on and what extensions were available, etc etc. But the end result was always the same. That's when I learned that out of the box, it doesn't really matter WHAT you tell SFML as a version of OpenGL you want to work with: it'll basically cap itself off at 3.4 or something, imposing what SFML calls a "Compatibilty Profile". See, SFML comes with it's own primitive drawing abstraction, and I suppose that itself uses the old Fixed Function Pipeline because it tells you, if you dare load the Core OpenGL profile, expect SFML's drawing tools to break. While I had made it a point to not use SFML's drawing tools, this also included it's font renderer too, which I used quite a bit of. Indeed, loading the core profile not only broke everything, most of my code would have to be replaced anyways because "modern" opengls traight up ditched the fixed function pipeline in favour of it's programmable pipeline, and I simply couldn't use VBO's. I reluctantly gave up on my flors and ceilings, opting into more of a Wolf3D look instead of something like Blake Stone. And then I tried implementing a basic UI system. Working around SFML's font renderer and my own opengl calls to build a functioning menu has been such a trying and annoying experience that I started losing faith in myself. Grass started looking greener elsewhere. That's when I thought, oh hey, I don't need to write my own, I can use NoesisGUI or even better Nuklear! What followed was two weeks of me trying to cram in an existing GUI framework, any at all, to no avail. Each one wanted something different, but it all boiled down to one thing: they wanted an opengl "device". And a "device" is something I lacked because SFML's "RenderWindow" simply doesn't do things that way, at least in this compatibility mode anyways. So what's the takeaway here? What followed was burnout and a hardcore case of imposter syndrome. I simply was making no progress, and every wall in my face was due to the technology choices I opted into. So I contemplated creating a task to rip out the whole renderer, and replacing it with a modern OpenGL implementation, usng the Core profile from the get go. That would solve my issue, I could get a gui framework like Noesis in there, and VBO's and shaders would dramatically improve performance and give me the features I wanted. But that's where I got to thinking: OpenGL 4.6 was released 3 years ago, and there's been pretty much zero activity ever since by Khronos themselves. They're really invested in Vulkan now, and it's hard to blame them. Doom Eternal is an excellent real world technical showcase of Vulkan's power now and in the future, granting an opportunity to kind of leave OpenGL the champion it once was, and simply exist to slowly rot away. (Or at least it seems) I thought about hunkering down instead with Vulkan. But it seemed like such a dramatic overkill for what I needed, I figured a OpenGL 4.6 implementation would be plenty fine. And that's when it hit me. I had already been planning pretty much this entire time i've been working on Black Lotus, that my follow-up project was going to lean in on DirectX 11, for I wanted to exclusively target Win10 and Xbox with that one. But here I was stuck in the past with OpenGL <= 3.4 or whatever it was that SFML was granting me. I was already going to rip out the rendering code and replace it with *something* Sooooooooooooooooooooooooooooo.. yeah. Why not just take the plunge and do it in D3D11. It does all the things I wanted to take advantage of in OpenGL anyways, and I get familiar with the API I really wanted to get involved in with anyways. So that's where I am at now. Alpha 6 is going to look... pretty freakin' different, I'm not even going to lie to you on that. I've really not enjoyed working with a raycaster. It was fun working within the rendering limitations, but at the end of the day I just really wasn't a fan of dealing with raycaster specific problems. So in this next iteration, we're aiming for less of a Wolf3d-esque, and more of a Doom1-esque look. I've got my development environments already set up, my code base comitted, and doing a bunch of reading a research on how to interface with DX's API. Very very different to what I'm used too, but I'm excited to show some progress shots once I get things painted to screen again. But regarding my problems above, simply put: I just didn't know any better, and nothing I was using was demonstrating to me that I shouldn't be using such an old school mode of thought. I genuinely had no idea. But I do now. And I can only grow as a graphics programmer from these experiences.
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This tutorial will teach you the basics of using the Vulkan graphics and compute API. Vulkan is a new API by the Khronos group (known for OpenGL) that provides a much better abstraction of modern graphics cards.
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Introduction to Kodi App
Kodi underpins most basic sound, video, and picture groups, playlists, sound perceptions, slideshows, climate figures announcing, and outsider modules. It is system competent (web and home system offers). Not at all like other media focus applications, for example, Windows Media Center, MediaPortal and MythTV, Kodi does exclude its own particular inner computerized TV-tuner code for Live TV or DVR/PVR recording usefulness, as rather it goes about as a bound together DVR/PVR front-end with an EPG TV-Guide GUI interface which, by means of a typical API interface, edited compositions and backings different back-closures through PVR customer additional items from outsiders, with those running either locally on a similar machine or over the network.
Modules, utilizing either C/C++ programming dialects to make Binary Addons or the Python scripting dialect to make Script Addons, extend Kodi to incorporate components, for example, TV program guides, YouTube, Hulu, Netflix, Veoh, online film trailer support, and Pandora Radio and podcast spilling. Kodi likewise works as an amusement launcher on any working system.
Kodi's source code is circulated as open source under the GNU General Public License (GPL),[18] it is represented by the duty excluded enlisted non-benefit US association, XBMC Foundation, and is possessed and created by a worldwide free programming group of unpaid volunteers.
Despite the fact that the first XBMC extend does not grow anymore or bolsters XBMC for the Xbox, XBMC on the Xbox is as yet accessible by means of the outsider designer turn off venture "XBMC4Xbox", which forked the Xbox form of the product and totally assumed control over the improvement and support of XBMC for the old Xbox. The completion of Xbox support by the first venture was likewise the reason that it was renamed "XBMC" from the old "Xbox Media Center" name, and why it later was renamed "Kodi".[24][25][26][27] The Xbox rendition of XBMC had the capacity to dispatch reassure diversions, and homebrew applications, for example, emulators. Since the XBMC for Xbox variant was never circulated, embraced, or bolstered by Microsoft, it generally required a modchip or softmod endeavor to keep running on the Xbox diversion console.[5][8][9][18]

Home Screen of the "Conjunction" skin.
Home screen of the "PM3.HD" skin.
MC360 skin (Xbox 360 Blades reproduction).
Equipment requirements[edit]
Kodi has more prominent fundamental equipment necessities than customary 2D style programming applications: it needs a 3D skilled design equipment controller for all rendering. Intense 3D GPU chips are normal today in most current PC stages, including many set-best boxes, and XBMC, now Kodi, was from the begin intended to be generally extremely asset effective for being as capable and adaptable structure as it seems to be. It runs well on what (by Intel Atom norms) are moderately underpowered OpenGL 1.3 (with GLSL bolster), OpenGL ES 2.0 or Direct3D (DirectX) 9.0 skilled frameworks that are IA-32/x86, x86-64, ARM (AArch32 and AArch64), or PowerPC G4 or later CPU based.[12]Kodi can be downloaded for many devices such kodi for windows, linux, os, iOS etc.
At the point when programming deciphering of a Full HD 1080p top quality and high piece rate video is performed by the framework CPU, a double center 2 GHz or speedier CPU is required keeping in mind the end goal to take into account superbly smooth playback without dropping edges or giving playback a jerky appearance. Kodi can however offload the vast majority of the video deciphering process onto design equipment controller or implanted video preparing circuits that backings one of the accompanying sorts of equipment quickened video decoding:[28] Google's MediaCodec API for Android, Intel's VAAPI, Nvidia's VDPAU API, AMD's XvBA API, Microsoft's DXVA API, Apple's VDADecoder/VideoToolBox APIs, and the Khronos Group's OpenMAX API,[29][30] AMLogic VPU,[31] Freescale's i.MX6x arrangement VPU, and Raspberry Pi's GPU MMAL. By exploiting such equipment quickened video interpreting, Kodi can play back most recordings on numerous reasonable, low-execution frameworks, the length of they contain a bolstered VPU or GPU.
Dialect support[edit]
Kodi incorporates full internationalization and restriction bolster with interpretations to a wide range of dialects as a matter of course, with its dialect records meant more than 75 dialects to date.[3] Kodi's structure is to such an extent that if the dialect is not accessible, or not exceptional, it can be made by altering straightforward strings in a XML-document, which can then be submitted to XBMC's venture administration and bug following framework instrument for use by others, and after variant 11.0 XBMC changed to utilizing GetText PO (Portable Object) designed documents for all the more effortlessly dealt with interpreter interpretations utilizing Transifex electronic interpretation stage with online group sourced interpretation services.[32] The most recent form of XBMC backings more than 74 languages.[33][34]
Center features[edit]
Addons Manager, addons and plugins[edit]
Kodi highlights a few open APIs to empower outsider engineers to make abilities which broaden Kodi with a large number of addons, for example, sound and video gushing modules for online sources, screensavers, skins/subjects, perceptions, climate figures, web interfaces, web scrubbers, gadget scripts, and that's just the beginning. Kodi engineers urge clients to make and present their own particular addons to grow media substance and esteem included administrations open from inside Kodi.
Kodi/XBMC highlights, since form 10.0 (codename: "Dharma"), an Addons Framework design and an Addons Manager GUI customer that associates with a decentralized advanced circulation benefit stage that serves add-on applications and modules which in addition to other things give online substance to Kodi, the "Addons Manager" (or "Addons Browser") inside Kodi enables clients to peruse and download new addons straightforwardly from Kodi's GUI.
A large number of these online substance sources are in over-the-best substance superior quality administrations and utilize video gushing webpage as hotspots for the media content that is advertised. Kodi has extensibility and coordination with online hotspots for nothing and premium spilling substance, and offers content from everything from business video to free instructive programming, and media from people and private ventures. Not every substance source on additional items are accessible in each nation, be that as it may. Because of rights assentions, many substance sources are geo-limited to keep clients in outside nations from getting to content, albeit some have taken to bypassing the local limitations so as to unblock these sources, slighting the use rights
Modules and scripts[edit]
Kodi highlights an incorporated Python Scripts mediator for addon augmentations, and WindowXML application system (a XML-based gadget toolbox motor for making a GUI for applications and gadgets) in a comparative mold to Apple macOS Dashboard Widgets and Microsoft Gadgets. Python gadget scripts enable ordinary clients to add new usefulness to Kodi themselves, utilizing Python scripting dialect. Current module scripts incorporate capacities like Internet-TV and motion picture trailer programs, cinemaguides, climate figure, over-the-best substance video spilling administrations like YouTube, BBC iPlayer, Hulu, Netflix, Veoh, MLB.tv, Internet-radio-station programs, for example, Pandora Radio, online picture sharing destinations like Flickr, TV aides, for example, TVShow Time, email customers, texting, distinctive timetables, home robotization scripts to front-end control PVR programming and equipment, P2P document sharing downloaders (BitTorrent), IRC, additionally easygoing diversions, for example, Tetris
Metadata extraction and web scrapers
Kodi has the implicit discretionary capacity to naturally download metadata data, cover craftsmanship and other related media fine art online through its web scrubbers that searches for media in the client's sound and video envelopes and their sub-indexes. These "scrubbers" are utilized as shippers to acquire point by point data from different Internet assets about films and network shows. It can get abstracts, audits, motion picture notices, titles, kind grouping, and other comparative information. XBMCGUI then gives a rich show to sound and video documents that the scrubbers have recognized.
Scrubbers utilize locales like The Movie Databas or IMDb.com to get thumbnails and data on motion pictures, thetvdb.com for TV indicate notices and scene plots, CDDB for sound CD track postings, and Allmusic (AMG) and MusicBrainz for collection thumbnails, surveys, and metadata. Also learn how to download kodi
Fanart.tv has been added to the rundown of data sources and XBMC can utilize it to recover logos, foundations, CDs with straightforward foundations, collection spreads and pennants among other picture sorts for music craftsmen, TV shows and motion pictures, the notoriety of which added to XBMC having the capacity to deal with new picture sorts.
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SYCL 2020’s Five New Features For Modern C++ Programmers

SYCL
For accelerator-using C++ programmers, SYCL 2020 is interesting. People enjoyed contributing to the SYCL standard, a book, and the DPC++ open source effort to integrate SYCL into LLVM. The SYCL 2020 standard included some of the favorite new features. These are Intel engineers’ views, not Khronos’.
Khronos allows heterogeneous C++ programming with SYCL. After SYCL 2020 was finalized in late 2020, compiler support increased.
SYCL is argued in several places, including Considering a Heterogeneous Future for C++ and other materials on sycl.tech. How will can allow heterogeneous C++ programming with portability across vendors and architectures? SYCL answers that question.
SYCL 2020 offers interesting new capabilities to be firmly multivendor and multiarchitecture with to community involvement.
The Best Five
A fundamental purpose of SYCL 2020 is to harmonize with ISO C++, which offers two advantages. First, it makes SYCL natural for C++ programmers. Second, it lets SYCL test multivendor, multiarchitecture heterogeneous programming solutions that may influence other C++ libraries and ISO C++.
Changing the base language from C++11 to C++17 allows developers to use class template argument deduction (CTAD) and deduction guides, which necessitated several syntactic changes in SYCL 2020.
Backends allow SYCL to target more hardware by supporting languages/frameworks other than OpenCL.
USM is a pointer-based alternative to SYCL 1.2.1’s buffer/accessor concept.
A “built-in” library in SYCL 2020 accelerates reductions, a frequent programming style.
The group library abstracts cooperative work items, improving application speed and programmer efficiency by aligning with hardware capabilities (independent of vendor).
Atomic references aligned with C++20 std::atomic_ref expand heterogeneous device memory models.
These enhancements make the SYCL ecosystem open, multivendor, and multiarchitecture, allowing C++ writers to fully leverage heterogeneous computing today and in the future.
Backends
With backends, SYCL 2020 allows implementations in languages/frameworks other than OpenCL. Thus, the namespace has been reduced to sycl::, and the SYCL header file has been relocated from to .
These modifications affect SYCL deeply. Although implementations are still free to build atop OpenCL (and many do), generic backends have made SYCL a programming approach that can target more diverse APIs and hardware. SYCL can now “glue” C++ programs to vendor-specific libraries, enabling developers to target several platforms without changing their code.
SYCL 2020 has true openness, cross-architecture, and cross-vendor.
This flexibility allows the open-source DPC++ compiler effort to support NVIDIA, AMD, and Intel GPUs by implementing SYCL 2020 in LLVM (clang). SYCL 2020 has true openness, cross-architecture, and cross-vendor.
Unified shared memory
Some devices provide CPU-host memory unified views. This unified shared memory (USM) from SYCL 2020 allows a pointer-based access paradigm instead of the buffer/accessor model from SYCL 1.2.1.
Programming with USM provides two benefits. First, USM provides a single address space across host and device; pointers to USM allocations are consistent and may be provided to kernels as arguments. Porting pointer-based C++ and CUDA programs to SYCL is substantially simplified. Second, USM allows shared allocations to migrate seamlessly between devices, enhancing programmer efficiency and compatibility with C++ containers (e.g., std::vector) and algorithms.
Three USM allocations provide programmers as much or as little data movement control as they want. Device allocations allow programmers full control over application data migration. Host allocations are beneficial when data is seldom utilized and transporting it is not worth the expense or when data exceeds device capacity. Shared allocations are a good compromise that immediately migrate to use, improving performance and efficiency.
Reductions
Other C++ reduction solutions, such as P0075 and the Kokkos and RAJA libraries, influenced SYCL 2020.
The reducer class and reduction function simplify SYCL kernel variable expression using reduction semantics. It also lets implementations use compile-time reduction method specialization for good performance on various manufacturers’ devices.
The famous BabelStream benchmark, published by the University of Bristol, shows how SYCL 2020 reductions increase performance. BabelStream’s basic dot product kernel computes a floating-point total of all kernel work items. The 43-line SYCL 1.2.1 version employs a tree reduction in work-group local memory and asks the user to choose the optimal device work-group size. SYCL 2020 is shorter (20 lines) and more performance portable by leaving algorithm and work-group size to implementation.
Group Library
The work-group abstraction from SYCL 1.2.1 is expanded by a sub-group abstraction and a library of group-based algorithms in SYCL 2020.
Sub_group describes a kernel’s cooperative work pieces running “together,” providing a portable abstraction for various hardware providers. Sub-groups in the DPC++ compiler always map to a key hardware concept SIMD vectorization on Intel architectures, “warps” on NVIDIA architectures, and “wavefronts” on AMD architectures enabling low-level performance optimization for SYCL applications.
In another tight agreement with ISO C++, SYCL 2020 includes group-based algorithms based on C++17: all_of, any_of, none_of, reduce, exclusive_scan, and inclusive_scan. SYCL implementations may use work-group and/or sub-group parallelism to produce finely tailored, cooperative versions of these functions since each algorithm is supported at various scopes.
Atomic references
Atomics improved in C++20 with the ability to encapsulate types in atomic references (std::atomic_ref). This design (sycl::atomic_ref) is extended to enable address spaces and memory scopes in SYCL 2020, creating an atomic reference implementation ready for heterogeneous computing.
SYCL follows ISO C++, and memory scopes were necessary for portable programming without losing speed. Don’t disregard heterogeneous systems’ complicated memory topologies.
Memory models and atomics are complicated, hence SYCL does not need all devices to use the entire C++ memory model to support as many devices as feasible. SYCL offers a wide range of device capabilities, another example of being accessible to all vendors.
Beyond SYCL 2020: Vendor Extensions
SYCL 2020’s capability for multiple backends and hardware has spurred vendor extensions. These extensions allow innovation that provides practical solutions for devices that require it and guides future SYCL standards. Extensions are crucial to standardization, and the DPC++ compiler project’s extensions inspired various elements in this article.
Two new DPC++ compiler features are SYCL 2020 vendor extensions.
Group-local Memory at Kernel Scope
Local accessors in SYCL 1.2.1 allow for group-local memory, which must be specified outside of the kernel and sent as a kernel parameter. This might seem weird for programmers from OpenCL or CUDA, thus has created an extension to specify group-local memory in a kernel function. This improvement makes kernels more self-contained and informs compiler optimizations (where local memory is known at compile-time).
FPGA-Specific Extensions
The DPC++ compiler project supports Intel FPGAs. It seems that the modifications, or something similar, can work with any FPGA suppliers. FPGAs are a significant accelerator sector, and nous believe it pioneering work will shape future SYCL standards along with other vendor extension initiatives.
Have introduced FPGA choices to make buying FPGA hardware or emulation devices easier. The latter allows quick prototyping, which FPGA software writers must consider. FPGA LSU controls allow us to tune load/store operations and request a specific global memory access configuration. Also implemented data placement controls for external memory banks (e.g., DDR channel) to tune FPGA designs via FPGA memory channel. FPGA registers allow major tuning controls for FPGA high-performance pipelining.
Summary
Heterogeneity endures. Many new hardware alternatives focus on performance and performance-per-watt. This trend will need open, multivendor, multiarchitecture programming paradigms like SYCL.
The five new SYCL 2020 features assist provide portability and performance mobility. C++ programmers may maximize heterogeneous computing with SYCL 2020.
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