gpuinfo | easy way to acquire nvidia gpu information | GPU library
kandi X-RAY | gpuinfo Summary
kandi X-RAY | gpuinfo Summary
I implement some functions that can help users to obtain nvidia gpu information. To use gpuinfo, you need to be able to run 'ps' and 'nvidia-smi' in your terminal.
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Top functions reviewed by kandi - BETA
- Get memory usage information
- Return a dict of user information
- Get user from pid
- Checks if gpu is empty
- Get the memory usage of the GPU
- Return the current memory usage
gpuinfo Key Features
gpuinfo Examples and Code Snippets
from gpuinfo import GPUInfo
get_users(gpu_id)
return a dict. show every user and memory on a certain gpu
check_empty()
check_empty()
return a list containing all GPU ids that no process is using currently.
get_info()
pid_list,perc
from gpuinfo import GPUInfo
available_device=GPUInfo.check_empty()
#available_device就是一个含有所有没有任务的gpu编号的列表
percent,memory=GPUInfo.gpu_usage()
#获得所有gpu的使用百分比和显存占用量
min_percent=percent.index(min([percent[i] for i in available_device]))
#未被使用的gpu里percen
Community Discussions
Trending Discussions on gpuinfo
QUESTION
This table shows the percentage of GPUs that support any given image format for different uses, such as sampling, transferring, as a depth and stencil buffer etc. If you look at it you'll see that that many of the most common formats are supported for uses such as sampling and depth buffer usage with the percentage showing as 99% or 100%, while the support for TRANSFER_SRC and TRANSFER_DST is at 78%. I'm wondering why this is, given that pretty much any format should be able to be transferred for reading it and writing it. When uploading an image to be used as a texture don't you need the TRANSFER_DST bit to be set as a flag? Similarly does this mean that there are GPUs that support something like R8G8B8A8_UINT (100% of them apparently), but only 78% of them support transferring them? This doesn't make sense to me. Strangely where the support for TRANSFER_SRC and TRANSFER_DST shows 78% for many of them the BLIT_SRC and BLIT_DST show 100%. The tutorials I've followed show the uploading of textures using copy commands and TRANSFER_DST to copy images to the GPU, for example when copying an image from a staging buffer.
...ANSWER
Answered 2021-Oct-18 at 18:26This is purely a historical artifact. That database was created very early in Vulkan's life, and it has entries from a long time ago.
Vulkan 1.0 did not have FORMAT_FEATURE_TRANSFER_SRC/DEST
as options. If the implementation provided any usage support for a format, then images in that format could be used in transfer operations, period. The feature src/dest options were added in KHR_maintenance1 (adopted into Vulkan 1.1). The purpose of this was as follows:
Allow implementations to express support for doing just transfers and clears of image formats that they otherwise support no other format features for. This is done by adding new format feature flags
VK_FORMAT_FEATURE_TRANSFER_SRC_BIT_KHR
andVK_FORMAT_FEATURE_TRANSFER_DST_BIT_KHR
.
For backwards compatibility, the extension also requires that SRC/DST support must be provided for any format that is required to be able to be used as a sampled image.
The 22% of "GPUs" that "don't support src/dst" in that database are from GPUs that were never updated to more recent versions of Vulkan.
QUESTION
Creating swapchain images with wrong format result this obviously:
...ANSWER
Answered 2021-May-31 at 17:26VkImageFormatListCreateInfo Provided by VK_VERSION_1_2
You linked to the Vulkan 1.2 specification. So of course it cites itself. The extension in question is a core part of 1.2, as is VkImageFormatListCreateInfo
.
The actual extension cites another extension:
Requires VK_KHR_image_format_list
Which defines the VkImageFormatListCreateInfoKHR
structure used by the swapchain format extension. This structure is of course equivalent to the core 1.2 structure VkImageFormatListCreateInfo
, since "image_format_list" was promoted to core in Vulkan 1.2.
QUESTION
So I wanted to modify the VrCuvbeWorld_Vulkan sample provided on the facebook website: https://developer.oculus.com/documentation/native/android/mobile-vrapi/ to add a geometry shader for the Oculus Quest 2. However when I tried to enable the multiviewGeometryShader feature, I was granted by a VK_ERROR_FEATURE_NOT_PRESENT error. And on http://vulkan.gpuinfo.org/displayreport.php?id=10024#features_extensions the feature is said to not be supported.
I just need a geometry shader to calculate a value for each triangle. What would be a viable alternative? On http://vulkan.gpuinfo.org they say that the geometryShader feature is supported. Therefore, is rendering eye by eye without the multiview extension a possible solution ?
...ANSWER
Answered 2021-Apr-19 at 08:32If a device supports geometry shaders and also VK_KHR_multiview
, that doesn't mean that both can be used in conjunction. That only works if the multiviewGeometryShader
property is true
. When we looked at this in detail last year, we couldn't find any device (besides some NVIDIA Quardo, I think) that supported multiview with geometry or tessellation shaders.
That means that you'll not be able to use geometry shaders with the VK_KHR_multiview
extension for now. A good alternative could be to use geometry shader instancing and use the geometry shader instance's invocation id to direct rendering into different layers:
QUESTION
I'm trying to search for ec2 instances with NVIDIA gpus.
I've tried the following
...ANSWER
Answered 2020-Oct-12 at 21:43There is no filter
defined for that field, but you can use JMESPATH to specify the desired records:
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