Codeplay Responds to NVidia's Cg
Da Masta writes "Codeplay Director Andrew Richards has some interesting things to say about NVidia's Cg graphics language. Just to refresh, Codeplay is the company that publishes Vector C, the badassed, high performance C compiler. In brief, it seems as though Cg isn't the universal, standard graphics language some pass it off to be. Certain design considerations in the language, such as the lack of integers, break/continue/goto/case/switch structures, and pointers suggest a general lack of universal usefulness. This leads to suspicion that NVidia plans to add and tailor the language in the future according to its own hardware and their respective features. Of course, this is all old news to those of us who noticed NVidia co-developed the language with the Evil Empire."
This leads to suspicion that NVidia plans to add and tailor the language in the future according to its own hardware and their respective features.
Smells like glide!
Karma: SELECT `karma` FROM `users` WHERE `userid`=138474;
1. It's not C.
2. Exluna was bought by nVidia.
3. Exluna makes 2 renderman compliant renderers.
4. Shaders are used by renderman.
5. nVidia is touting CG as a compiled shader... just like one has to compile shaders for renderman.
6. Fill in the next 2 years here of having look development tools for major graphics studios that look close enough to the final renders that it speeds up FX work to near realtime for shading and lighting.
-- -- A truly great man never puts away the simplicity of a child
Who uses goto statements? I'd count that as a feature.
Some CS people hear "go to hell" and are more offended by the "go to" than by the "hell", but in my C code, I use goto carefully to break out of nested loops and to bail on exceptions. Even though the Java language has goto bound to nothing, it has nearly equivalent structures: 1. try...catch; 2. labeled break.
Will I retire or break 10K?
Codeplay's VectorC is optimized around Playstation2 centric vector graphics hardware and scene graph libraries, whereas nVidia's Cg is optimized for most current PC accelerators. Most playstation developers use licensed scene graph libraries, whereas most PC game developers use custom or licensed engines over low level libraries, so both approaches are appropriate for their current customer base...
I think its reasonable to assume Cg will evolve with its target hardware, and I'd rather nVidia do a good job with the current version than waste time hypothetical future features. I'm using Cg now, and its a great step in the right direction - a high level shader language not owned by M$ and/or tied to D3D.
I think the biggest issue w/ Cg is how nVidia is going to address the divergence in silicon budgets between themselves and ATI - nVidia is pushing for more, faster vertex shaders, while ATI (w/ M$'s backing) is pushing for more powerful pixel shaders, i.e. D3D pixel shaders v1.4, exposed in D3D 8.1, are supported in ATI Radeon 8*, but no publically announced nVidia cards support the nicely expanded instruction set and associated capabilities. nVidia also needs to complete fragment[pixel] shader support for OpenGL (and release source or a multithreaded version of the GL runtimes...)
If you put a general-purpose execution engine in the graphics engine, you need an OS, context switching, protection mechanisms, and all the usual system stuff. If pixel shaders aren't allowed to do much or run for long, managing them is much simpler. Bear in mind that all this stuff has to work in multiwindow environments - one app does not own the graphics engine, except on game consoles.
I think what Richards is overlooking in his commentary is that Cg is not *supposed* to be a general-purpose graphics programming language. Its design goal was precisely what he said later in the article -- to expose the capabilities of current (and presumably future) NVIDIA hardware without requiring programmers to write assembly code. Likewise, conditionals like if, case, and switch aren't in there right now because the profiles the compiler is aimed at -- DirectX and OpenGL extensions -- don't yet support them. I expect this to change.
Also, Cg programs run at the level of vertices and pixels. This is the wrong place to be thinking about a scene graph: that happens at a much higher level of abstraction. Dealing with scene graphs in a fragment shader is a little bit like making L1 cache aware of the memory-management policy of whatever OS happens to be running.
After reading the article a few times, I think it's meant more as a "here's why our product is better than theirs" release than an honest criticism of the design of Cg. If he was interested in the latter, there are a few obvious issues. I won't go into them all, but here are two I ran into last week at a Cg workshop:
One final note: Cg is not the be-all and end-all of real-time shading languages. Nor is DirectX 8.1, 9, or whatever. Nor is the SGI shading language. Real-time shading on commodity hardware is still a new enough field that the languages and the hardware are evolving. DirectX 9 and OpenGL 2.0 both incorporate shading languages that will by nature be less tightly coupled to one vendor's hardware. Watch those over the next year or so.
Than we'll have "portable" software!
Just kidding... :)
What does a vectorizing compiler for a C-like language for the x86/PS2 have to do with a C-like shader language for nVIDIA graphics processors? It seems to me they are different languages for different purposes, even running on different parts of the same system.
You do not need (C-style) pointers for high performance graphics. You do not need pointers even for representing relational structures. People have been implementing graph algorithms in languages without pointers since before most of us were born. You can even do it in a language as tedious as Fortran 66. C pointers are a bizarre aberration in language design and play havoc with high performance computing and optimization. You have to jump through hoops in order to even optimize siple uses, and then add lost of special purpose declarations to make them work. Any use of C pointers can be replaced with the use of arrays and integers (but the logic of your program may change dramatically).
Another reason pointers are generally not such a good idea in graphics or high performance is that they have to be large enough to address all of memory. An index into a array can be 1, 2, 3, or 4 bytes long depending on how much data it actually needs to address. That can lead to saving a lot of space.
When dedicated C hackers make such statements, it is understandable. But a company in the business of writing high performance compilers ought to be familiar with the work, programming styles, and languages that people in high performance computing adopt, and those often don't include pointers. C programmers want pointers becaues they are used to them, and CodePlay is in the business of satisfying this desire, but that doesn't make it a good engineering choice.
Incidentally, I program in C++, including numerical and graphics code. It is quite easy to eliminate most uses of pointers from C++ code, and the result is code that is a lot easier to debug and often run faster, too.
Didn't you post this same rant on the last nvidia article? What, are you a bitter ex-3dfx employee?
In the case of supporting the ps2 vu's, goto is a gift from (insert the god you worship).
And i think the same would apply for other vertex/pixel shading units.
Why?
Because the VUs has a very small amount of memory and to get the most of it you should almost count cycles aswell.
I haven't tried vectorC but considering the VU i think it's the only sane option apart from the stuff in asm(that i think might be preferable anyhow).
As for Cg i think i have to agree with the points Codeplay makes about Cg being too simple and aimed at the current NVidia implementations, but the statement itself is to be considered FUD.
I have been working with 3d for some years now and spent the last two years coding professionally for the PS2 and Dreamcast.
IMHO most stuff defining appearance(bumpmap,etc) should when it comes to supporting 3d hardware be translated from a really high level(renderman?).
Cg feels too lowlevel and specific for this, especially if you plan on supporting consoles.
vectorC could possibly(though questionable in reality?) get away in this case because the most of the code will be C/C++ anyhow and thus the specific code could be taken out and recompiled with vectorC when aiming for performance.
/ Jonas Lund
Are they an actual evil company? You may disagree with them, and they may have broken the law, and you may find some of their practices unethical... but does that make them evil?
Yes?
slashdot!=valid HTML
One entry found for monopoly.
Main Entry: monopoly
Pronunciation: m&-'nä-p(&-)lE
Function: noun
Inflected Form(s): plural -lies
Etymology: Latin monopolium, from Greek monopOlion, from mon- + pOlein to sell
Date: 1534
1 : exclusive ownership through legal privilege, command of supply, or concerted action
they have almost all of the market share. they are almost a monopoly. i don't see what's so hard about this point. ati is making a valiant effort, but they aren't shipping the kind of units/chips that nvidia is. sis, matrox, 3dlabs and trident do not have a 3d architecture even comparable to the latest nvidia offerings.
if tomorrow nvidia released detonator drivers with a special feature or program, it would become a standard. big companies make games for nvidia chips. people speak about games in nvidia terms (that game's a geforce2 featureset game).
face it kiddo, nvidia is *the* video card maker right now when it comes to consumer desktop 3d.
Anyone who's played games in the last two years knows that an NVidia chip is the way to go. They update their drivers on an almost weekly basis, and make all their beta's available for download as well. The On-line support is excellent, and just about every driver update seems to add a boost in performance. Add to this that their drivers are backwards compatible to at least the TNT2 chips, and I say I don't really care if they want to tout their own language, and make it propriatary to their chips. This is a company that actually survived the dotcom burst, and is continuing to thrive because they make a damn good product.
I'd simply say, that without "goto" (the functionality, not the language contruct), many tasks of programming woul be nearly impossible. The trick is, many high level languages discourage or lack goto, and that's a completely different matter when compared to a low-level "assembly like" programming like the PS2 VUs or (I assume) CG.
So even if you never use gotos in c/c++, they still are compile in as unconditional jumps at assembly level. The same should happen with pixel/vertex programming.
Cg isn't a universal, all-purpose graphics language. It is specifically tailored for writing custom pixel and vertex shaders for newer 3D cards like the GeForce3 & 4 and newer ATI cards.
.plan file) that the hardware itself lacks support for conditional jumps i.e. if...else) when it comes to custom pixel and vertex shaders.
The hardware in those cards has certain limitations (dunno 'bout the integers, but I've heard (from John Carmack's
It seems like there's rampant misunderstanding when it comes to Cg, so I'll try to clear things up:
1)It is *ONLY* for writing custom pixel and vertex shaders for 3D cards that support custom pixel and vertex shaders.
2)The alternative to Cg is to write your pixel/vertex shader(s) in an assembly-like language. This is assembly language for the 3D hardware, not the CPU or anything else. Again, this isn't x86 assembly.
3)The shaders produced are only used by the 3D hardware, and only for the purpose of allowing developers more control over how objects look (i.e. the developer can write a shader that mathematically simulates the way light bounces off human skin, then tell the 3D hardware to use that shader for all polygons that are supposed to be human skin), and have absolutely nothing to do with speeding up graphics operations or other speed optimizations.
I suspect that disciplined programmers can use either tool without making their code proprietary. Use MACROS for compiler dependant stuff! Wrap proprietary functions!!! Of course, when you are shoving games out the door, how many stop to think about coding discipline? So, then it becomes a question of who you would rather risk getting locked into...
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
What, are you a bitter ex-3dfx employee?
Or possibly a bitter ex-BitBoys employee?
Moneyed corporations, non-working 'poor' and criminal prisoners are turning productive citizens into tax-slaves.
Um, I see a lot of comments along the lines of "NVIDIA aren't including loops in the language because GPUs just can't do loops". It seems NVIDIA aren't aware of that, the next-generation "NV3x" hardware supports loops up to 64 levels of nesting... They've also grown the maximum pixel shader program size by a nice little factor of 512 (65,536 rather than 128 instructions per program). Also, it says "dynamic flow control" in the chart, which sounds like maybe arbitrary branching (there's your GOTO right there) could be supported.
;^)
That said, it does seem a bit weird not to make Cg strong enough to include features that are obviously needed for their own next-generation of hardware... But all the conspiracy theories have already been used up, I'll just settle for introducing some facts in the discussion.
main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
1) make money
2) once 1 is done, gain a monopoly
>>>>>>
I suppose you'll now tell us that you learned this at Harvard business school. Exactly where do you get off making up your own economic theories? Ford is profitable, are they a monopoly? Dell is profitable, are they a monopoly?
A deep unwavering belief is a sure sign you're missing something...
Nvidia => no BSD support, no support if your Linux kernel strays too far from the snapshots they use.
>>>>
That's crap. Based on some patches for 2.5.17 floating around, I managed to get my set working on 2.5.23. If you take a look at the actual abstraction layer, it is complete. You could port the kernel driver to OS X if you wanted to (oh wait, they already have!)
A deep unwavering belief is a sure sign you're missing something...
Being selfish and greedy, being openly malicious and arrogant, stabbing your freinds in the back and treating your customers badly is very evil. Justification doesn't change the bottom line.
But that's just my opinion, I've been proven wrong in the past...
It's been a long time.
It's a shader language, not an all-purpose programming language. It's more like DSP-style programming, for those few people who are familiar with that sort of thing.
You don't need integers, for example, because NVidia's hardware works entirely in floating point. It's not like you could use Cg to parse text files, nor would you want to.
I'd rather put my eggs in the "works right now"-basket then gamble on how the future will be. It is too early to standardize on something that doesn't even exist (or only exists for the PS2), so "Vector C" will not replace Cg anytime soon. Give it 5-10 years, and we will see what happens. In the meantime, if Cg is useful to you, go ahead and make use of it.
And please don't worry about standardization just yet. Before we can standardize, we need to find out which features are useful, and that will take several years of experimentation and competition in the marketplace. In the meantime, Cg could come in handy.
Who uses goto statements? I'd count that as a feature.
Anyone who wants to efficiently implement a state machine.
What would Lemmy do?
You do. The only difference is that anyone who has programmed assembly KNOWS that they do. GOTO, JMP, or any of their variants is extremely useful for error handling in languages that don't have the snobbish try/catch mechanism (or have a less than stellar one), and of course it's good for those humans who still produce better code than the compiler.
Wow. Have a little more faith in corporate America. NVIDIA has proven to be a good company, which is why its users like it. I'm sure most companies want to get to and stay on top, but I doubt that many of them want to do so by becoming an illegal monopoly.
A deep unwavering belief is a sure sign you're missing something...
Yes, they own lots of car companies. They fully own Jaguar, Volvo, and Aston-Martin, among others. They bought these companies so they could compete effectively with the likes of BMW and Diamler-Chrysler at the high-end. I'm sure they want to be more competitive by buying these companies, but do they necessarily want to be an illegal monopoly? Sounds like quite a strech to me.
PS> As for the Mazda thing, its done all the time by car makers. Ford used to make some of Nissan's cars (an SUV and a minivan) from a line parallel to their Mercury brand. A lot of times particular manufacturers do not have a product in a popular market (in the case of Mazda, small trucks) so they make a deal with another company to get in on the action. Volvo, for example did this with its S40 compact, which is actually made by Mitsubishi.
A deep unwavering belief is a sure sign you're missing something...