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ROCm [3] is an Advanced Micro Devices (AMD) software stack for graphics processing unit (GPU) programming. ROCm spans several domains: general-purpose computing on graphics processing units (GPGPU), high performance computing (HPC), heterogeneous computing .
2.1 Beta in Linux ROCm 2.2 possible 2013 Radeon HD 7790 Volcanic Islands: GCN 3 rd gen: 2014 Radeon R9 285 Arctic Islands: GCN 4 th gen: 28 nm 14 nm 1.2 1.3 (GCN 4) Supported 2016 Radeon RX 480 Polaris: 2017 Radeon 520/530 Radeon RX 530/550/570/580 Vega: GCN 5 th gen: 14 nm 7 nm 1.3 11 (FL 12_1) 12 (FL 12_1) 2017 Radeon Vega Frontier Edition ...
CuPy is an open source library for GPU-accelerated computing with Python programming language, providing support for multi-dimensional arrays, sparse matrices, and a variety of numerical algorithms implemented on top of them. [3]
Some OpenCL conformance tests were failed in 1.0 and 1.1, most in 1.2. ROCm is developed by AMD and Open Source. OpenCL 1.2 is full supported with OpenCL 2.0 language. Only CPU or GCN-Hardware with PCIe 3.0 is supported. So GCN 3rd Gen. or higher is here full usable for OpenCL 1.2 software.
AMDgpu is an open source device driver for the Linux operating system developed by AMD to support its Radeon lineup of graphics cards (GPUs). It was announced in 2014 as the successor to the previous radeon device driver as part of AMD's new "unified" driver strategy, [3] and was released on April 20, 2015.
The main AMD GPU software stacks are fully supported on Linux: GPUOpen for graphics, and ROCm for compute. GPUOpen is most often merely a supplement, for software utilities, to the free Mesa software stack that is widely distributed and available by default on most Linux distributions .
SYCL was introduced at GDC in March 2014 with provisional version 1.2, [4] then the SYCL 1.2 final version was introduced at IWOCL 2015 in May 2015. [5]The latest version for the previous SYCL 1.2.1 series is SYCL 1.2.1 revision 7 which was published on April 27, 2020 (the first version was published on December 6, 2017 [6]).
Nicolas Thibieroz, AMD's Senior Manager of Worldwide Gaming Engineering, argues that "it can be difficult for developers to leverage their R&D investment on both consoles and PC because of the disparity between the two platforms" and that "proprietary libraries or tools chains with "black box" APIs prevent developers from accessing the code for maintenance, porting or optimizations purposes". [7]