~/talk

GPGPU Programming with Metal

Talkat Strange Loop 2017 · 2017-09-28..09-30· [web-performance]
links:none on file
slides:none on file

Apple introduces Metal in 2014 and enables true GPGPU on iPhone; the compute path uses kernel functions written in the Metal Shading Language, dispatched as thread groups with device-specific max sizes. Metal 2 adds external GPU support. Apple ships Metal Performance Shaders for image-processing and neural-network inference (not on-device training — ImageNet is ~180 GB), plus optimized primitives like Gaussian blur. Example: a hot-dog classifier is feasible for inference on-device, improving latency and user data privacy by avoiding cloud uploads.

AI-written summary · about

  1. 0:00Intro
  2. 0:17Janie Clayton
  3. 1:28The Stone Ages (before 1996)
  4. 2:28John Carmack and Quake
  5. 3:56OpenGL
  6. 5:23General Purpose GPU
  7. 6:36Next Generation Graphics Frameworks
  8. 7:41Algorithm Logic Unit (ALU)
  9. 8:27Parallel Processing
  10. 10:10GPU Tasks
  11. 12:53Metal Encoder Types
  12. 13:48How Work is sent to the GPU . Data is converted to a MTL Resource type
  13. 14:53Threads and Threadgroups
  14. 16:18Shader/Function Types
  15. 16:50Metal Shading Language
  16. 18:11CPU/GPU Communication
  17. 20:16Why Include MPS?
  18. 21:21Types of MPS
  19. 21:40Image Processing
  20. 23:22Relocate to San Francisco
  21. 24:54Weights and Biases
  22. 27:05Cocoa Frameworks
  23. 27:38Takeaways
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