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by rnrn 413 days ago
I think you are confusing uniform registers with the uniform keyword in RSL / GLSL / HLSL?

maybe some vendors have had an equivalent to uniform registers for 20 years, but per the articles’ references they are new in nvidia GPUs in turing (2018)

1 comments

They are the same thing. The uniform keyword in shading languages is implemented using the uniform registers.

I don't know what Nvidia did in 2018, maybe they opened up access to the uniform registers to CUDA code.

I made Grok research this topic:

> In conclusion, research strongly suggests that the "uniform" keyword in GLSL is implemented in hardware using NVIDIA's "uniform registers," as evidenced by NVIDIA's own documentation on the Turing architecture and historical practices of mapping uniforms to constant registers. While explicit links can be limited due to proprietary details, the combination of technical presentations, community discussions, and historical context supports this connection. The uniform register file, with its capacity and usage in shader instructions, aligns with GLSL's uniform functionality, ensuring efficient data access during shader execution.

https://grok.com/share/c2hhcmQtMg%3D%3D_358362f3-21e2-4fe0-a...

While you can use uniform registers to implement the uniform keyword from shading languages, the two are not the same. Uniform registers are not constants, and they are only uniform/shared across one warp. Nvidia architectures before Turing did not have uniform registers.