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Developing a Simulation Framework for Vulkan.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Developing a Simulation Framework for Vulkan./
作者:
Chandra, Deepak.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
面頁冊數:
48 p.
附註:
Source: Masters Abstracts International, Volume: 80-09.
Contained By:
Masters Abstracts International80-09.
標題:
Computer Engineering. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=11018427
ISBN:
9798209583530
Developing a Simulation Framework for Vulkan.
Chandra, Deepak.
Developing a Simulation Framework for Vulkan.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 48 p.
Source: Masters Abstracts International, Volume: 80-09.
Thesis (M.S.)--North Carolina State University, 2018.
This item must not be sold to any third party vendors.
Vulkan is a modern, low-level graphics and compute API by Khronos group that provides a much better abstraction of modern graphics cards. The explicit nature of the API requires the developer to be responsible for managing hardware resources and results in precise over the hardware. In this work, we develop a framework to simulate Vulkan based applications. Our framework leverages an existing GPU simulator - GPGPU-Sim - to functionally simulate programmable shader code. The framework consists of a Vulkan driver that intercepts Vulkan calls from the application and interacts with GPGPU-Sim to initialize and execute the application. The framework also implements certain fixed functional units in software which are an essential part of the graphics pipeline. We demonstrate the functionality of our framework by simulating a compute application of vector addition and graphics application to render a triangle.
ISBN: 9798209583530Subjects--Topical Terms:
1567821
Computer Engineering.
Developing a Simulation Framework for Vulkan.
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Vulkan is a modern, low-level graphics and compute API by Khronos group that provides a much better abstraction of modern graphics cards. The explicit nature of the API requires the developer to be responsible for managing hardware resources and results in precise over the hardware. In this work, we develop a framework to simulate Vulkan based applications. Our framework leverages an existing GPU simulator - GPGPU-Sim - to functionally simulate programmable shader code. The framework consists of a Vulkan driver that intercepts Vulkan calls from the application and interacts with GPGPU-Sim to initialize and execute the application. The framework also implements certain fixed functional units in software which are an essential part of the graphics pipeline. We demonstrate the functionality of our framework by simulating a compute application of vector addition and graphics application to render a triangle.
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