Supporting Unified Shader Specialization by Co-opting C++ Features

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Date
2022
Journal Title
Journal ISSN
Volume Title
Publisher
ACM Association for Computing Machinery
Abstract
Modern unified programming models (such as CUDA and SYCL) that combine host (CPU) code and GPU code into the same programming language, same file, and same lexical scope lack adequate support for GPU code specialization, which is a key optimization in real-time graphics. Furthermore, current methods used to implement specialization do not translate to a unified environment. In this paper, we create a unified shader programming environment in C++ that provides first-class support for specialization by co-opting C++'s attribute and virtual function features and reimplementing them with alternate semantics to express the services required. By co-opting existing features, we enable programmers to use familiar C++ programming techniques to write host and GPU code together, while still achieving efficient generated C++ and HLSL code via our source-to-source translator.
Description

CCS Concepts: Computing methodologies -> Computer graphics; Software and its engineering -> General programming languages; Compilers Additional Key Words and Phrases: Shaders, Shading Languages, Real-Time Rendering, Heterogeneous Programming, Unified Programming

        
@inproceedings{
10.1145:3543866
, booktitle = {
Proceedings of the ACM on Computer Graphics and Interactive Techniques
}, editor = {
Josef Spjut
 and
Marc Stamminger
 and
Victor Zordan
}, title = {{
Supporting Unified Shader Specialization by Co-opting C++ Features
}}, author = {
Seitz, Kerry A.
 and
Foley, Theresa
 and
Porumbescu, Serban D.
 and
Owens, John D.
}, year = {
2022
}, publisher = {
ACM Association for Computing Machinery
}, ISSN = {
2577-6193
}, ISBN = {}, DOI = {
10.1145/3543866
} }
Citation