I have released the source code for the GPU simulator I have been working on.
You can find it here:
ATILA source code
ATILA x86 binaries
Example Doom3 trace file
A few small traces for testing
Features supported by the ATILA GPU simulation framework:
A 'modern' GPU (at least if you think that a cut down R300 in terms of feature set is modern) with an unified shader architecture (non unified architecture also supported). Angle dependant anisotropy filtering is implemented. No antialiasing techniques implemented.
A subset of the OpenGL v1.5 API implemented as the ATILA OpenGL library. It has the bare minimum to be able to simulate traces from this five games: UT2004, Doom3, Quake 4, Chronicles of the Riddick and Prey (I just tested the demo a couple weeks ago, and the only reason it works is because is Yet Another Doom3 Engine Based Game).
What has been released?
The source code for the whole ATILA GPU simulator both the functional and timing simulation and a compiled (in library form) version of the ATILA OpenGL library.
Compiled binaries for the ATILA simulator and the OpenGL trace capturing tools GLInterceptor and GLPlayer (the simulator wouldn't be very useful without something to simulate).
What has not been released?
The last bug fixes and changes in the simulator (the released version is a month old or so). The source code for the OpenGL tools and library. A new detailed GDDR memory controller that Carlos has been developing on his own. The signal trace visualizer (STV) tool (you don't even need to know what this is).
And the most important: NO DOCUMENTATION. Well at least for a while. I will be working on writing it this summer.
If you don't know what this 'simulator' thing is you may want to read this paper:
ATTILA: A Cycle-Level Execution-Driven Simulator for Modern GPU Architectures
You can find it here:
ATILA source code
ATILA x86 binaries
Example Doom3 trace file
A few small traces for testing
Features supported by the ATILA GPU simulation framework:
A 'modern' GPU (at least if you think that a cut down R300 in terms of feature set is modern) with an unified shader architecture (non unified architecture also supported). Angle dependant anisotropy filtering is implemented. No antialiasing techniques implemented.
A subset of the OpenGL v1.5 API implemented as the ATILA OpenGL library. It has the bare minimum to be able to simulate traces from this five games: UT2004, Doom3, Quake 4, Chronicles of the Riddick and Prey (I just tested the demo a couple weeks ago, and the only reason it works is because is Yet Another Doom3 Engine Based Game).
What has been released?
The source code for the whole ATILA GPU simulator both the functional and timing simulation and a compiled (in library form) version of the ATILA OpenGL library.
Compiled binaries for the ATILA simulator and the OpenGL trace capturing tools GLInterceptor and GLPlayer (the simulator wouldn't be very useful without something to simulate).
What has not been released?
The last bug fixes and changes in the simulator (the released version is a month old or so). The source code for the OpenGL tools and library. A new detailed GDDR memory controller that Carlos has been developing on his own. The signal trace visualizer (STV) tool (you don't even need to know what this is).
And the most important: NO DOCUMENTATION. Well at least for a while. I will be working on writing it this summer.
If you don't know what this 'simulator' thing is you may want to read this paper:
ATTILA: A Cycle-Level Execution-Driven Simulator for Modern GPU Architectures