Adobe Gaming SDK Useful tools and frameworks. The Adobe Gaming SDK includes the following tools, frameworks, and resources to help you develop great games. There are two kinds of people in this world impossibly organized saints. Chrome at any given time. Sure, keeping. Profile and optimize your games. Get Adobe Scout in the Game Developer Tools. You can get Scout as part of a free Creative Cloud membership. Autodesk Alias industrial design software provides automotive and product designers with tools for technical surface design and ClassA surface modeling. NVIDIA CodeWorks for Android 1R6 is a professional grade solution providing a comprehensive set of GPU and CPU tools with debugging, profiling and system trace. Direct3D is a graphics application programming interface API for Microsoft Windows. Part of DirectX, Direct3D is used to render threedimensional graphics in. Playtex Breastlike Nurser Bottle with Drop Ins Liners is uniquely designed to reduce colic. Convenient, presterilized liner collapses to keep air out of the milk. Crysis 2 is a firstperson shooter video game developed by Crytek, published by Electronic Arts and released in North America, Australia and Europe in March 2011 for. Getting started. Adobe Gaming SDK Useful tools and frameworks. The Adobe Gaming SDK includes the following tools, frameworks, and resources to help you develop great games CompilerPackager Contains the compiler and packager to compile your mobile AIR and web Flash Player based games. Stage. 3D open source frameworks Starling, a 2. D framework, Feathers, a 2. D UI component framework, Dragonbones, a skeletal animation framework, and Away. D, a 3. D framework. Native extensions for i. OS Native extensions provide easy access to device specific libraries and features that are not available in the built in Action. Script classes. To get started, we provide the following ANEs Game Center, Product Store, Social, Stage. Ad, and Beta. Testing. Note These extensions are provided as beta. Please provide your feedback if you encounter any issues or bugs. Sample projects Hungry Hero, Invawayders, Feathers components, and projects using the native extensions. Adobe Texture Format Tools Command line utilities to create compresssed textures ATFs for Stage. D. Download Adobe Gaming SDK from Creative Cloud. Sept 2. 3, 2. 01. Gaming SDK 1. 4 update. New Android Intel x. Huge Stage. 3D improvements including a new Standard profile. Support for using Android devices as gamepads. Cross promotional and game preview support for Mobile. Vastly improved i. Best Soundfonts For Ipad. OS packaging performance. Bug fixes in ANEs for i. OS 8. Starling Updated to 1. Feathers Updated to 1. Away. 3D Updated to 4. Dragon Bones Updated to 2. AIR SDK and Compiler Updated to 1. Flash Player 1. 5 and AIR 1. November 6, 2. 01. Gaming SDK 1. 3 update. Mobile Workers concurrency BETA Android. AIR Mobile support for background execution in Direct render mode. AIR Support for i. OS7 and Mac OS 1. Starling Updated to 1. Feathers Updated to 1. Away. 3D Updated to 4. Away Builder Updated to 1. Dragon Bones Updated to 2. AIR SDK and Compiler Updated to 3. Flash Player 1. 1. AIR 3. 9 release notes July 1. Gaming SDK 1. 2 update. Away. Builder installer. Flash Player and AIR Gamepad support for desktop. AIR SDK and Compiler Updated to 3. Away. 3D Framework Updated to 4. Feathers Framework Update to 1. XBOX 3. 60 controller library for Action. Script developers. Flash Player 1. 1. AIR 3. 8 release notes May 8, 2. Gaming SDK 1. 1 update. March 2. 2, 2. 01. Gaming SDK 1. 0. 2 update. January 1. 5, 2. 01. Gaming SDK 1. 0. 1 update. Open. CL Optimization Guide AMDPreface. Developers also can generate IL and ISA code from their Open. CL kernel. About This Document. This document provides useful performance tips and optimization guidelines for programmers who want to use AMD Accelerated Parallel Processing to accelerate their applications. Audience. This document is intended for programmers. It assumes prior experience in writing code for CPUs and an understanding of work items. A basic understanding of GPU architectures is useful. It further assumes an understanding of chapters 1, 2, and 3 of the Open. CL Specification for the latest version, see http www. Related Documents. The Open. CL Specification, Version 1. Published by Khronos Open. CL Working Group, Aaftab Munshi ed., 2. AMD, R6. 00 Technology, R6. Instruction Set Architecture, Sunnyvale, CA, est. This document includes the RV6. GPU instruction details. ISOIEC 9. 89. 9 TC2 International Standard Programming Languages CKernighan Brian W., and Ritchie, Dennis M., The C Programming Language, Prentice Hall, Inc., Upper Saddle River, NJ, 1. I. Buck, T. Foley, D. Horn, J. Sugerman, K. Fatahalian, M. Houston, and P. Hanrahan, Brook for GPUs stream computing on graphics hardware, ACM Trans. Graph., vol. 2. 3, no. AMD Compute Abstraction Layer CAL Intermediate Language IL Reference Manual. Published by AMD. Buck, Ian Foley, Tim Horn, Daniel Sugerman, Jeremy Hanrahan, Pat Houston, Mike Fatahalian, Kayvon. Brook. GPU http graphics. Buck, Ian. Brook Spec v. October 3. 1, 2. 00. Open. GL Programming Guide, at http www. Microsoft Direct. X Reference Website, at http msdn. GPGPU http www. Stanford Brook. GPU discussion forum http www. Global Memory Optimization 3 1. Two Memory Paths 3 3. Performance Impact of Fast. Path and Complete. Path 3 3. Determining The Used Path 3 4. Channel Conflicts 3 6. Staggered Offsets 3 9. Reads Of The Same Address 3 1. Float. 4 Or Float. Coalesced Writes 3 1. Alignment 3 1. 43. Summary of Copy Performance 3 1. Local Memory LDS Optimization 3 1. Constant Memory Optimization 3 1. Open. CL Memory Resources Capacity and Performance 3 2. Using LDS or L1 Cache 3 2. NDRange and Execution Range Optimization 3 2. Hiding ALU and Memory Latency 3 2. Resource Limits on Active Wavefronts 3 2. GPU Registers 3 2. Specifying the Default Work Group Size at Compile Time 3 2. Local Memory LDS Size 3 2. Partitioning the Work 3 2. Global Work Size 3 2. Local Work Size Work Items per Work Group 3 2. Moving Work to the Kernel 3 2. Work Group Dimensions vs Size 3 3. Optimizing for Cedar 3 3. Summary of NDRange Optimizations 3 3. Using Multiple Open. CL Devices 3 3. 23. CPU and GPU Devices 3 3. When to Use Multiple Devices 3 3. Partitioning Work for Multiple Devices 3 3. Synchronization Caveats 3 3. GPU and CPU Kernels 3 3. Contexts and Devices 3 4. Instruction Selection Optimizations 3 4. Instruction Bandwidths 3 4. AMD Media Instructions 3 4. Math Libraries 3 4. VLIW and SSE Packing 3 4. Compiler Optimizations 3 4. Clause Boundaries 3 4. Additional Performance Guidance 3 4. Loop Unroll pragma 3 4. Memory Tiling 3 4. General Tips 3 4. Guidance for CUDA Programmers Using Open. CL 3 5. 13. 1. 0. Guidance for CPU Programmers Using Open. CL to Program GPUs 3 5. Optimizing Kernel Code 3 5. Using Vector Data Types 3 5. Local Memory 3 5. Using Special CPU Instructions 3 5. Avoid Barriers When Possible 3 5. Optimizing Kernels for Evergreen and 6. XX Series GPUs 3 5. Clauses 3 5. 3Remove Conditional Assignments 3 5. Bypass Short Circuiting 3 5. Unroll Small Loops 3 5. Avoid Nested if s 3 5. Experiment With do while for Loops 3 5. Do IO With 4 Word Data 3 5. Index. 1. 1 Memory Bandwidth in GBs R read, W write in GBs 1 1. Open. CL Memory Object Properties 1 1. Transfer policy on cl. Enqueue. Map. Buffer cl. Enqueue. Map. Image cl. Enqueue. Unmap. Mem. Object for Copy Memory Objects 1 2. CPU and GPU Performance Characteristics 1 3. CPU and GPU Performance Characteristics on APU 1 3. Hardware Performance Parameters 2 1. Effect of LDS Usage on WavefrontsCU1 2 2. Instruction Throughput OperationsCycle for Each Stream Processor 2 2. Resource Limits for Northern Islands and Southern Islands 2 3. Bandwidths for 1. D Copies 3 4. 3. Bandwidths for Different Launch Dimensions 3 8. Bandwidths Including float. Bandwidths Including Coalesced Writes 3 1. Bandwidths Including Unaligned Access 3 1. Hardware Performance Parameters 3 2. Impact of Register Type on WavefrontsCU 3 2. Effect of LDS Usage on WavefrontsCU 3 2. CPU and GPU Performance Characteristics 3 3. Instruction Throughput OperationsCycle for Each Stream Processor 3 4. Native Speedup Factor 3 4. Open. CL Performance and Optimization. This chapter discusses performance and optimization when programming for AMD Accelerated Parallel Processing APP GPUcompute devices, as well as CPUs and multiple devices. Details specific to the Southern Islands series of GPUs is at the end of the chapter. Code. XL GPU Profiler. The Code. XL GPU Profiler hereafter Profiler is a performance analysis tool that gathers data from the Open. CL run time and AMD Radeon GPUs during the execution of an Open. CL application. This information is used to discover bottlenecks in the application and find ways to optimize the applications performance for AMD platforms. The following subsections describe the modes of operation supported by the Profiler. Collecting Open. CL Application Traces. This mode requires running an application trace GPU profile sesstion. To do this Sample Application Trace API Summary. Timeline View. The Timeline View See Sample Timeline View provides a visual representation of the execution of the application. Sample Timeline View. At the top of the timeline is the time grid it shows, in milliseconds, the total elapsed time of the application when fully zoomed out. Timing begins when the first Open. CL call is made by the application it ends when the final Open. CL call is made. Below the time grid is a list of each host OS thread that made at least one Open. CL call. For each host thread, the Open. CL API calls are plotted along the time grid, showing the start time and duration of each call. Below the host threads, the Open. CL tree shows all contexts and queues created by the application, along with data transfer operations and kernel execution operations for each queue. You can navigate in the Timeline View by zooming, panning, collapsingexpanding, or selecting a region of interest. From the Timeline View, you also can navigate to the corresponding API call in the API Trace View, and vice versa. The Timeline View can be useful for debugging your Open. CL application. Examples are given below. The Timeline View lets you easily confirm that the high level structure of your application is correct by verifying that the number of queues and contexts created match your expectations for the application. You can confirm that synchronization has been performed properly in the application. For example, if kernel A execution is dependent on a buffer operation and outputs from kernel B execution, then kernel A execution must appear after the completion of the buffer execution and kernel B execution in the time grid. It can be hard to find this type of synchronization error using traditional debugging techniques. You can confirm that the application has been using the hardware efficiently. For example, the timeline should show that non dependent kernel executions and data transfer operations occurred simultaneously. Summary Pages View. The Summary Pages View See Sample Summary Pages View shows various statistics for your Open. CL application. It can give a general idea of the location of the applications bottlenecks. It also provides useful information, such as the number of buffers and images created on each context, the most expensive kernel call, etc. Sample Summary Pages View. The Summary Pages View provides access to the following individual pages.