• Stars
    star
    197
  • Rank 197,722 (Top 4 %)
  • Language
    C++
  • License
    MIT License
  • Created almost 3 years ago
  • Updated 5 months ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

About

"Yamata No Orochi"[1]

Orochi is a library loading HIP and CUDA APIs dynamically, allowing the user to switch APIs at runtime. Therefore you don't need to compile two separate implementations for each API. This allows you to compile and maintain a single binary that can run on both AMD and NVIDIA GPUs. Unlike HIP, which uses hipamd or CUDA at compile-time, Orochi will dynamically load the corresponding HIP/CUDA shared libraries depending on your platform. In other words, it combines the functionality offered by HIPEW and CUEW into a single library.

graph LR
    A(User code using <br/> driver API) --> B(Orochi)
    B --> |AMD GPU|C(HIP <br/> amdhip64.dll)
    B --> |NVIDIA GPU| D(CUDA <br/> nvcuda.dll)

Requirement

This library doesn't require you to link to CUDA (for the driver APIs) nor HIP (for both driver and runtime APIs) at build-time. This provides the benefit that you don't need to install HIP SDK on your machine or CUDA SDK in case you're not using the runtime APIs. To run an application compiled with Orochi, you need to install a driver of your choice with the corresponding .dll/.so files based on the GPU(s) available. Orochi will automatically link with the corresponding shared library at runtime.


API example

APIs have prefix oro. If you are familiar with CUDA or HIP driver APIs, you will get used to Orochi APIs easily.

For example, suppose we have the following HIP code for device and context creation:

#include <hip/hip_runtime.h>

hipInit( 0 );
hipDevice device;
hipDeviceGet( &device, 0 );
hipCtx ctx;
hipCtxCreate( &ctx, 0, device );

The same code can be rewritten using Orochi as:

#include <Orochi/Orochi.h>

oroInitialize( ORO_API_HIP, 0 );
oroInit( 0 );
oroDevice device;
oroDeviceGet( &device, 0 );
oroCtx ctx;
oroCtxCreate( &ctx, 0, device );

Which will run on both CUDA and HIP at runtime!

See more in the sample application.


Building Sample Application

Run premake.

./tools/premake5/win/premake5.exe vs2022

Note: add the option --precompiled to enable precompiled bitcode

Test is a minimum application.

Test Applications

The test applications run on HIP by default. If you want to run on CUDA, run the app with an arg cuda.

The source code for the test applications can be found here.


[1] Yamata no Orochi (γƒ€γƒžγ‚ΏγƒŽγ‚ͺロチ, 八岐倧蛇) is a legendary eight-headed and eight-tailed Japanese dragon.

More Repositories

1

VulkanMemoryAllocator

Easy to integrate Vulkan memory allocation library
C
2,214
star
2

RadeonRays_SDK

Radeon Rays is ray intersection acceleration library for hardware and software multiplatforms using CPU and GPU
C++
1,032
star
3

V-EZ

C
839
star
4

Cauldron

A simple framework for rapid prototyping on Vulkan or Direct3D 12
C++
821
star
5

D3D12MemoryAllocator

Easy to integrate memory allocation library for Direct3D 12
C++
740
star
6

FidelityFX-SDK

The main repository for the FidelityFX SDK.
C++
685
star
7

AMF

The Advanced Media Framework (AMF) SDK provides developers with optimal access to AMD devices for multimedia processing
C++
516
star
8

RadeonProRenderBlenderAddon

This hardware-agnostic rendering plug-in for Blender uses accurate ray-tracing technology to produce images and animations of your scenes, and provides real-time interactive rendering and continuous adjustment of effects.
Python
481
star
9

Capsaicin

AMD ARR team rendering framework
C
363
star
10

BlenderUSDHydraAddon

This add-on allows you to assemble and compose USD data with Blender data and render it all using various renderers via Hydra.
Python
350
star
11

RadeonProRender-Baikal

C++
334
star
12

RenderPipelineShaders

Render Pipeline Shaders SDK
C++
268
star
13

AGS_SDK

AMD GPU Services (AGS) library and samples
C++
232
star
14

RadeonProRenderSDK

AMD Radeonβ„’ ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images.
C
220
star
15

RadeonProRenderUSD

This plug-in allows GPU or CPU accelerated viewport rendering on all OpenCL 1.2 hardware for the open source USD and Hydra system. You can build this plug-in as a USDView plug-in or a Houdini plug-in.
C++
212
star
16

MxGPU-Virtualization

C
176
star
17

Radeon-ReLive-VR

157
star
18

OCL-SDK

140
star
19

HelloD3D12

Introductory DirectX 12 sample
C
138
star
20

TAN

AMD TrueAudio Next is a software development kit for GPU accelerated audio signal processing
C++
133
star
21

brotli_g_sdk

Brotli-G SDK provides an improved lossless compression ratio with GPU decompression support than the standard Brotli compression algorithm maintained by the IETF (also known as RFC7932)
C++
132
star
22

ForwardPlus11

AMD Forward+ sample based on DirectX 11
C++
131
star
23

display-library

AMD Display Library SDK
HTML
115
star
24

HelloVulkan

Introductory Vulkan sample
C
115
star
25

glTFSample

A simple demo to show off the capabilities of the Cauldron framework
C++
112
star
26

GPUParticles11

AMD GPU particles sample based on DirectX 11
C++
105
star
27

LiquidVR

The LiquidVRβ„’ SDK is a platform based on DirectX 11 designed to simplify and optimize VR development
C++
102
star
28

HIPRT

C++
91
star
29

RadeonML

C
81
star
30

TiledLighting11

AMD compute-based tiled lighting sample based on DirectX 11
C++
71
star
31

Tessellation

OpenGL sample that demonstrates terrain tessellation on the GPU
C++
61
star
32

GameEngineIntegrations

Information about example integrations of GPUOpen technology into game engines
55
star
33

cpu-core-counts

A sample demonstrating how to correctly detect physical core and logical processor counts on AMD processors.
C++
53
star
34

HIPRTSDK

C
53
star
35

RadeonImageFilter

C++
49
star
36

RadeonProRenderMayaPlugin

This hardware-agnostic rendering plug-in for Maya uses accurate ray-tracing technology to produce images and animations of your scenes, and provides real-time interactive rendering and continuous adjustment of effects.
C++
46
star
37

SSAA11

AMD supersample anti-aliasing (SSAA) sample based on DirectX 11
C++
41
star
38

RapidFire_SDK

RapidFire SDK - interface for cloud gaming and virtualization (VDI)
C++
36
star
39

MLAA11

AMD morphological anti-aliasing (MLAA) sample based on DirectX 11
C++
35
star
40

SilhouetteTessellation11

AMD tessellation sample based on DirectX 11
C++
34
star
41

SPARSEtextures

OpenGL sample demonstrating the GL_AMD_sparse_texture extension introduced by the AMD FirePro W and Radeon HD 7000 series
C++
30
star
42

ADLX

AMD Device Library eXtra
HTML
29
star
43

SeparableFilter11

AMD separable filter sample based on DirectX 11
C++
27
star
44

CrossfireAPI11

AMD Crossfire API sample for DirectX 11
C++
26
star
45

DepthBoundsTest11

AMD depth bounds test DirectX 11 driver extension sample
C++
23
star
46

RenderStudioKit

C++
23
star
47

RadeonProRenderUE

C++
21
star
48

Vulkan-Samples

based on Khronos Vulkan-Samples
C++
19
star
49

DOPPEngine

C++
18
star
50

Framelock

OpenGL sample that demonstrates how to enable Framelock in an application
C++
18
star
51

FreesyncPremiumProSample

A simple demo to show Freesync Premium Pro integration into DX12 and Vulkan API.
C++
18
star
52

DirectGMA_P2P

Samples showing FIrePro DirectGMA features in OpenGL and OpenCL
C++
17
star
53

VkMBCNT

Vulkan mbcnt sample that shows how to use the AMD_shader_ballot extension and mbcnt to perform a fast reduction within a wavefront
C++
16
star
54

Cauldron-Media

A selection of media files needed by Cauldron samples
16
star
55

RadeonProRenderANARI

C++
15
star
56

UnityIntegrations

Examples that demonstrate game integration with some of the libraries and SDKs available on GPUOpen.
C
15
star
57

OutOfOrderRasterization

Vulkan sample built on the Anvil framework
15
star
58

Barycentrics11

Barycentric coordinates GCN shader extension sample for DirectX 11
HLSL
14
star
59

DOPP

C++
14
star
60

Barycentrics12

Barycentric coordinates GCN shader extension sample for DirectX 12
C++
12
star
61

DirectStorageSample

Demonstrating the advantages of using DirectStorage over standard file I/O asset loading. Includes the API and changes required to make such a pipeline work.
C++
11
star
62

RadeonProRenderMaxPlugin

C++
10
star
63

VkD3DDeviceMapping

Simple example to show how to map devices between Vulkan and Direct3D
C++
8
star
64

WorkGraphComputeRasterizer

A compute/workgraph workload running inside the Cauldron framework
C++
8
star
65

RadeonProRender-Tests

7
star
66

WorkGraphsHelloWorkGraphs

C++
5
star
67

WorkGraphsDirectX-Graphics-Samples

A fork of https://github.com/microsoft/DirectX-Graphics-Samples modified to include a sample for Work Graphs
C++
5
star
68

RadeonProRenderMayaUSD

C++
2
star
69

RadeonProRenderSharedComponents

C++
2
star
70

RadeonProRenderSDKKernels

2
star
71

CapsaicinTestMedia

Capsaicin Framework test media assets
1
star