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Jan Svabenik 3e3bc0aaed feat: activate validated GPU pipeline stages 3 dias atrás
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build feat: activate validated GPU pipeline stages 3 dias atrás
README.md build: add CUDA demod kernel build helper 3 dias atrás
doc.go docs: add initial CUDA demod kernel source 3 dias atrás
gpudemod.go feat: activate validated GPU pipeline stages 3 dias atrás
gpudemod_cufft_test.go build: wire CUDA demod package through nvcc and MSVC 3 dias atrás
gpudemod_stub.go feat: add demod validation and GPU mode telemetry 3 dias atrás
gpudemod_test.go feat: prepare CUDA demod launch boundary 3 dias atrás
kernels.cu feat: add demod validation and GPU mode telemetry 3 dias atrás
validation.go feat: wire CUDA freq-shift launcher 3 dias atrás
validation_extra.go feat: add demod validation and GPU mode telemetry 3 dias atrás
validation_extra_test.go feat: add demod validation and GPU mode telemetry 3 dias atrás
validation_test.go feat: validate CUDA freq-shift output 3 dias atrás

README.md

gpudemod

Phase 1 CUDA demod scaffolding.

Current state

  • Standard Go builds use gpudemod_stub.go (!cufft).
  • cufft builds allocate GPU buffers and cross the CGO/CUDA launch boundary.
  • If CUDA launch wrappers are not backed by compiled kernels yet, the code falls back to CPU DSP.
  • The shifted IQ path is already wired so a successful GPU freq-shift result can be copied back and reused immediately.

First real kernel

kernels.cu contains the first candidate implementation:

  • gpud_freq_shift_kernel

This is not compiled automatically yet in the current environment because the machine currently lacks a CUDA compiler toolchain in PATH (nvcc not found).

Next machine-side step

On a CUDA-capable dev machine with toolchain installed:

  1. Compile kernels.cu into an object file
    • helper script: tools/build-gpudemod-kernel.ps1
  2. Link it into the cufft build
  3. Replace gpud_launch_freq_shift(...) stub body with the real kernel launch
  4. Validate copied-back shifted IQ against dsp.FreqShift
  5. Only then move the next stage (FM discriminator) onto the GPU

Why this is still useful

The runtime/buffer/recorder/fallback structure is already in place, so once kernel compilation is available, real acceleration can be inserted without another architecture rewrite.