Last Build Date: Wed, 24 Feb 2010 21:52:25 -0000
Wed, 24 Feb 2010 21:52:25 -0000
Sh is a predecessor to the RapidMind Multi-core Development Platform, metaprogramming language for programmable GPUs. It is the result of research at the University of Waterloo Computer Graphics Lab.
In August 2009, RapidMind became a part of Intel Corporation, the leader in software development tools for software parallelism and performance. RapidMind technology will be integrated in Intel software products and technologies, including the Intel Ct technology for data parallelism.
RapidMind is no longer actively maintaining this library. However, Intel and RapidMind remain strong proponents of open source communities, and therefore have archived Sh on this SourceForge site. Sh is released under the GNU Lesser General Public License. This allows anyone to view the source code, pass it on, improve it and use Sh in both Open-Source/Free Software and proprietary products under certain conditions.
Thu, 16 Feb 2006 22:27:00 -0000
The second release candidate for Sh 0.8.0 is now available from the usual place:
It fixes most issues related to 64-bit operating systems, ATI GPUs, Visual Studio 2005 and OS X.
If you encounter any other problems with this release, please contact us through our mailing list:
See the Sh Wiki for the complete list of changes in this release:
Wed, 09 Nov 2005 23:01:51 -0000
The first release candidate for the upcoming Sh 0.8 is out! The goal of the 0.8 release is to be feature-complete and to commit to a stable ABI.
New features include:
- support for generic input binding on the arb and glsl backends
- support for the ATI draw buffers extension on the glsl backend
- SH_RETURN, SH_BREAK and SH_CONTINUE
- Andrew Lauritzen's optimizations for uniform update methods
We would like to see as many people as possible test this release in order to provide as stable a 0.8.0 release as we can. Once 0.8.0 has been released future 0.8.x versions of Sh will retain API/ABI compatibility and a new development branch, 0.9.x will begin for changes which break the API/ABI.
You can find the full release notes and changelog on the Sh Wiki at http://libsh.org/wiki/index.php/0.8.0rc0_Release_Notes
Download Sh from the main download page at http://www.libsh.org/download.php or from the Source Forge project at http://sourceforge.net/project/showfiles.php?group_id=85632
Tue, 20 Sep 2005 18:46:42 -0000
Feel free to share your tips, code samples and ask questions to the Sh community. Right now we are in the process of migrating most of our documentation (FAQ, build instructions, book errata, etc.) to this collaborative editing tool, but you are more than welcome to suggest new sections and share your ideas with us.
We recommend that you create an account on the Wiki before contributing to or editing any page, but unrestricted anonymous access is also available (at least until ShWiki gets too much spam!).
Mon, 01 Aug 2005 20:00:40 -0000
Version 0.7.9 is now available from the Download page (http://www.libsh.org/download.php). It now includes mipmapping for textures and a lot of bug fixes and spec compliance work.
Shrike 0.7.9 and shmedia 0.7.9 are also available from the same page.
Binaries and a Xcode framework are now available for OSX.
Thu, 16 Jun 2005 19:09:32 -0000
Sh Version 0.7.8 is out. You can get it from the Downloads page (http://libsh.org/downloads.html). Aside from a few extra library functions and some OSX, Windows and ATI fixes, it includes an entirely new backend infrastructure to become closer to the Sh specification as published in Metaprogramming GPUs with Sh.
Version 0.7.8 of our shader testing and demo framework Shrike has also been released. All shaders are now working on Windows and Linux. Please note that you should also get Shmedia 0.7.8 in order to have all the textures necessary for Shrike shaders.
The Windows build instructions have also been updated for Visual Studio .NET.
Thu, 24 Jul 2003 14:38:55 -0000
The Sh GPU Metaprogramming Language has made its first release of the libsh implementation and the sm GPU simulator available.
This language allows you to write shaders for programmable GPUs (found on recent graphics cards) and has several unique features. Most interestingly the compiler is implemented as a C++ library and the language itself piggybacks off of the C++ compiler. This has various advantages.
For more information about Sh, see http://libsh.sf.net/ ; the files are available for download at http://sourceforge.net/project/showfiles.php?group_id=85632