Introducing SIMD.js
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Introducing SIMD.js
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Re: Introducing SIMD.js
#2Re: Introducing SIMD.js
#3It's official, Javascript is the new Assembly. I'll wait for the new Python, I never liked low level languages.
EDIT: That said, this is good news, in a sense.
Re: Introducing SIMD.js
#4Re: Introducing SIMD.js
#5It's official, Javascript is the new Assembly. I'll wait for the new Python, I never liked low level languages.
Re: Introducing SIMD.js
#6It's official, Javascript is the new Assembly. I'll wait for the new Python, I never liked low level languages.
Re: Introducing SIMD.js
#7Would really love to see the speedup on fixed tuple transforms and convolution algorithms.
When I saw JS speed wars originally, I started writing an adobe curve apply algorithm in JS, to apply .acv curves live using Canvas, but essentially hit CPU & shelved it.
https://github.com/t3rmin4t0r/io.dine/blob/master/lib/iodine...
http://notmysock.org/code/iodine/
I want to rewrite it using something like the newly introduced float32x4, assuming I can read out the images int o RGBA tuples.
Something like a blur would actually be possible once this is fast.
Re: Introducing SIMD.js
#8It's official, Javascript is the new Assembly. I'll wait for the new Python, I never liked low level languages.
I liked the "original" assembly more, at least it was designed for helping humans to write and read code. EDIT: That said, this is good news, in a sense.
(I know little about other instruction sets.)
Re: Introducing SIMD.js
#9Neat, looks like JS is getting SIMD speedups because of fixed type objects. Would really love to see the speedup on fixed tuple transforms and convolution algorithms. When I saw JS speed wars originally, I started writing an adobe curve apply algorithm in JS, to apply .acv curves live using Canvas, but essentially hit CPU & shelved it. https://github.com/t3rmin4t0r/io.dine/blob/master/lib/iodine... http://notmysock.o…
Re: Introducing SIMD.js
#10I would suggest two alternate approaches:
1. First come with a standard SIMD specification across CPUs. In some ways like the GL specification (for GPU) or even the webrtc stuff (for p2p connections). Once you have done that, define a JS API.
2. Identify proper use cases. The example are quite bogus currently. They show a mandelbrot. Well, all this is done in the GPU. Image manipulation is done best with css level filters. Once we identify the use cases, we can them maybe add APIs to specifically address them if it's important for the web in general.
In it's current form, this is really a 'because we can' API. Where does this end? What if we just expose raw socket and networking API instead of a webrtc style API? What about pixel manipulation of images?
Also see: http://www.mail-archive.com/webkit-dev@lists.webkit.org/msg2.... The apple guys are saying they can do all this even without the API.