Panajev2001a
Veteran
The successful candidate will develop a state-of-the-art shading language compiler for an advanced forth-generation graphics processing unit (GPU). With the assistance of other team members, the individual must be capable of designing and implementing the major components of the compiler backend.
To achieve this goal, the individual should have extensive recent experience with backend internal representations suitable for advanced code optimization. Detailed knowledge of modern code optimization techniques, register allocation, and code generation expertise is also required, as well as experience with programming language front ends, assemblers, linkers, and runtime libraries. Exposure to shading languages, such as nVidia CG, Microsoft HLSL, Brook, or StreamIt, and exposure to 3D graphics APIs, such as OpenGL and DirectX, is also desirable.
http://hotjobs.yahoo.com/jobs/CA/Foster-City/Technology/J900906BR;_ylt=AjoV4U.AaTskU1tcllsAlpyxQ6IX
This would not be needed if they relied on ATI, nVIDIA, IMGTech.'s PowerVR or BitBoys made GPUs as all of those would come with a shading language compiler designed by the GPU provider: especially big boys like ATI, nVIDIA and IMG Technologies.
Good news:
Well, we know the GPU will have Shaders.
We know the shaders will not be trivial in length: no need to step-up from the ASM level shaders of the DirectX 8.0 era and go with High Level Shading Languages otherwise.
Bad news:
We still have no official PR or technical documentation stating more details where Vertex and Pixel Shading is done: if it is split between CPU and GPU or if it is done all on the GPU.
Is SCE going at it alone ? Are they receiving help ? Or are they the ones helping their partner (it would have to be either Toshiba or IBM to cut down the costs and add another partner to the PlayStation 3 project at this point... people on Beyond3D seemed to say it would have to be Toshiba).