Fabian Wahlster

285 Followers
624 Following
375 Posts
DCGPU assembly @ AMD Helsinki
Ex Varjo, Remedy, UX3D, Grimlore Games
GitHub: https://github.com/rAzoR8
Twitter: https://twitter.com/singul4rity
GameBoyemulator, IDE and debuggers

Ray Tracing using HIP

Atsushi Yoshimura, Kenta Eto, Daniel Meister, Takahiro Harada (AMD / Advanced Micro Devices, Inc., Japan / USA)

https://arxiv.org/abs/2603.00292

I gave a talk at the Khronos Shading Languages Symposium about the 100+ graphics samples my team at work maintains, how we're moving them from GLSL to Slang, some neat things we get out of it (like pointers, reflection, and inline SPIR-V assembly), and how you can use it too!

The video's now up here: https://www.youtube.com/watch?v=p-7_LegG3EE&list=PLYO7XTAX41FNNPsKsqy2nf1cT-NwtQUIa&index=3

And I've reuploaded the slides here with speaker notes included:
- PDF: https://developer.download.nvidia.com/ProGraphics/nvpro-samples/slides/SLS26-nvpro-samples.pdf
- PPTX: https://developer.download.nvidia.com/ProGraphics/nvpro-samples/slides/SLS26-nvpro-samples.pptx

My team at AMD is looking for DCGPU assembly programmers in Netherlands or remote. Drop me a message if you're interested or know someone with relevant low-level optimization experience :)

#GetFediHired #amdgpu #assembly #programming

My team at AMD is looking for DCGPU assembly programmers in Netherlands or remote. Drop me a message if you're interested or know someone with relevant low-level optimization experience :)

#GetFediHired #amdgpu #assembly #programming

New blog post about the GDB JIT interface. This brings me to 30 blog posts this year...!

https://bernsteinbear.com/blog/gdb-jit/

The GDB JIT interface

GDB is great for stepping through machine code to figure out what is going on. It uses debug information under the hood to present you with a tidy backtrace and also determine how much machine code to print when you type disassemble.

Max Bernstein

The AMD Radeon Developer Tool Suite just got a major upgrade, with support for the newest GPUs, enhanced profiling, crash analysis, and more.

🛠️ Our latest blog explores these brand-new updates for RGP, RGD, RRA, RMV, RGA, and RDP.

➡️ Learn more: https://gpuopen.com/learn/radeon-developer-tool-suite-update-rgp-2-6/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts

AMD Radeon Developer Tool Suite updated with new GPU support and significant RGP enhancements - AMD GPUOpen

The latest version of the RDTS is designed to empower developers with enhanced capabilities for profiling, analyzing, and optimizing their GPU applications.

Get up to speed with our latest advanced graphics research:

📝 GATE (Geometry-Aware Trained Encoding) for neural rendering.
📝 Real-time procedural GPU tree generation.
📝 Neural Visibility Cache for real-time light sampling.

📥 Download the papers: https://gpuopen.com/learn/publications/?utm_source=mastodon&utm_medium=social&utm_campaign=research

@morten_skaaning @zeux Also worth checking out (somewhat more accurate models for Intel): uiCA - The uops.info Code Analyzer - https://uica.uops.info/ (select HTML output: Trace Table, Graph, Dependencies - you can then open the results under "Detailed Output"). There's a bunch of others, too: https://github.com/MattPD/cpplinks/blob/master/performance.tools.md#microarchitecture
uiCA

Please provide support, where you can, to the people working across the world at EA, or at subsidiaries. I worked at io-interactive when the news broke that Square Enix was selling the company. It's a hell of a thing to go through, ontop of all the regular game development work you still need to do.

Join us tomorrow for Getting Started with Slang: Modularization! We’ll explore: Modules & Visibility Control, Compilation Pipeline Magic, and Specialization Without Preprocessor Pain.

Learn more and register: https://shader-slang.org/event/2025/07/28/getting-started-with-slang-modularization/
#shader #slang #workflow