When working with mesh shaders, the geometry needs to be split into meshlets: small geometry chunks where each meshlet has a set of vertices and triangle indices that refer to the vertices inside each meshlet. Mesh shader then has to transform all vertices and emit all transformed vertices and triangles through the shader API to the rasterizer. When viewed through the lens of traditional vertex reuse cache, mesh shaders seemingly make the reuse explicit so you would think that vertex/triangle...| zeux.io
In the process of working on calm, a minimal from-scratch fast CUDA implementation of transformer-based language model inference, a critical consideration was establishing the speed of light for the inference process, and measuring the progress relative to that speed of light. In this post we’ll cover this theoretical limit and its implications.| zeux.io