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HaGPipe: Programming the graphics pipeline in Haskell
Mälardalen University, School of Innovation, Design and Engineering.
2009 (English)Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

 

In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. The first one generates vertex and fragment shaders in Cg for the GPU, and the second one generates vertex shader code for the SPUs on PlayStation 3. I will demonstrate HaGPipe's many capabilities of producing optimized code, including an extensible rewrite rule framework, automatic packing of vertex data, common sub expression elimination and both automatic basic block level vectorization and loop vectorization through the use of structures of arrays.

Place, publisher, year, edition, pages
2009. , p. 49
Keywords [en]
Haskell, GPU, graphics, functional programming, shaders
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:mdh:diva-6234OAI: oai:DiVA.org:mdh-6234DiVA, id: diva2:223698
Presentation
Kappa, Mälardalen University, Högskoleplan 1, Västerås (English)
Uppsok
teknik
Supervisors
Examiners
Available from: 2009-06-17 Created: 2009-06-14 Last updated: 2018-01-13Bibliographically approved

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