Single-source C++ shaders for graphics and compute
Hello CUDA community, On April 7th (19:00 UTC+3), he talked about "Single-source C++ shaders for graphics and compute". Speaker: Sean Baxter Abstract: Circle is a new compiler that rotates the C++ language from the runtime onto the compile time axis. A meta keyword on declaration, expression and control-flow statements causes that statement to execute at compile time, making the full language available for metaprogramming. The compiler includes many features that go beyond ISO C++, such as type introspection, reflection, user-defined attributes, extended slices, pattern matching, boxed types, source injection and file embedding. SPIR-V and DXIL targets allow single-source C++ programming of Vulkan and D3D12 applications. By embedding GLSL into a C++ frontend, most Circle/C++ language features are now available for shader programming, including classes, templates, concepts, reflection and user-defined attributes. The goal of this project is to extend C++ in three directions: the compile-time domain, new language features, and domain-specific targets. Sean Baxter is an independent programmer working on the next-gen C++ compiler, Circle. He previously worked in the Earth Science directorate at JPL, developed molecular dynamics simulations at DE Shaw Research, and hacked on CUDA algorithms at NVIDIA Research.
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