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Gluon enhances the Triton language and compiler solutions with an additional approach towards GPU kernel programming.
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Hopefully the previous articles covering linear layout concepts and examples facilitate building a solid understanding of the core generic layer powering various Triton code generation lowering and optimizations.
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The previous blog post talked about Triton linear layout concepts, aiming to provide some underlying motivations and an intuitive understanding.
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Layout is a core concept in Triton for representing and optimizing distribution mappings from source problems to the target hardware compute and memory hierarchy.
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Triton provides an elegant solution to program GPU kernels in Python, positioning itself as a critical component in the modern AI software stack.
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Time flies—almost 9 years have passed since I joined Google.
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Previous blog posts overviewed the MLIR dialect hierarchy for kernel code generation (CodeGen) and zoomed in on the Linalg and Vector dialects among them.
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之前的文章介绍了 Vector dialect 及其相关 pattern。
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I explained the Vector dialect and related patterns in the previous blog post.
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The vector dialect and related transformations are crucial components in the MLIR CodeGen flow for machine learning (ML).
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在这个系列的首篇文章中我分享了对编译器和中间表示 (IR) 演进趋势的整体理解, 也讨论了 LLVM IR, SPIR-V, 和 MLIR 所要解决的问题以及相应的设计着眼点。
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The initial blog post in this series captured my overall take on the evolution trends of compilers and IRs.
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编译器 (compiler) 通常是各种提高开发效率的工具链中不可或缺的部分。
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Compilers are often critical components in various development toolchains that boosts developer productivity.
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This blog post talks about how to generate performant code for convolution ops using MLIR’s multiple levels of abstractions and transformations.
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Today I would like to describe one way to build a scalable and frictionless benchmarking pipeline for Android native libraries, aiming to support different benchmark and device variants.
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Nowadays GPUs are utilized for both graphics rendering and general-purpose compute (GPGPU).
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These days if you would like to learn about machine learning, there are abundant great resources on the web discussing model architectures and how to code and train them.
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In a previous blog post I gave a general introduction to GPU driver internals in Android/Linux systems.
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Recently I have been working on a library that needs to directly interact with GPU kernel drivers from various vendors on Android/Linux systems.
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Vulkan is designed to be both a graphics and compute API.
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On 2018 Vulkan Developer Day in Montréal, I gave a talk regarding “Shader Toolchain: HLSL in Vulkan”.
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This blog post discusses how HLSL semantic strings are translated into SPIR-V location numbers for Vulkan shader inter-stage interface matching in the SPIR-V CodeGen of DirectXShaderCompiler (DXC).
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This blog post discusses how to manage resources in HLSL for Vulkan, using the SPIR-V CodeGen of DirectXShaderCompiler (DXC).
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This blog post discusses how HLSL matrices are translated into SPIR-V for Vulkan consumption in the SPIR-V CodeGen of DirectXShaderCompiler.