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Compiler positions available for week ending April 4 compilers@iecc.com (2004-04-04) |
Compiler positions available for week ending April 4 compilers@iecc.com (comp.compilers) (2010-04-04) |
From: | "comp.compilers" <compilers@iecc.com> |
Newsgroups: | comp.compilers |
Date: | 4 Apr 2010 07:59:39 -0000 |
Organization: | Compilers Central |
Keywords: | jobs |
Posted-Date: | 06 Apr 2010 01:50:43 EDT |
This is a digest of ``help wanted'' and ``position available'' messages
received at comp.compilers during the preceding week. Messages must
advertise a position having something to do with compilers and must also
conform to the guidelines periodically posted in misc.jobs.offered.
Positions that remain open may be re-advertised once a month. To respond
to a job offer, send mail to the author of the message. To submit a
message, mail it to compilers@iecc.com.
-------------------------------
Date: Tue, 30 Mar 2010 23:59:51 +0700
From: =?ISO-8859-1?Q?=22C=2E_Bergstr=F6m=22?= <cbergstrom@pathscale.com>
Subject: GPU Compiler Engineer - PathScale (location remote)
PathScale is known for delivering one of the HPC industries highest
performance AMD64 compilers. Current and future market trends however
demand the compiler and software stack to deliver higher levels of
efficiency and automatic parallelism. We are seeking both junior and
senior engineers who are interested to tackle some of the industries
most challenging problems and help drive a very aggressive roadmap
that spans multiple vertical markets. At PathScale you will need to
constantly innovate, research and drive real results that have the
widest impact and not just tune for benchmarks.
We have multiple positions open covering the following areas:
* Nvidia Fermi - direct isa codegen/optimizations
* ARM/MIPS - codegen/optimizations (specifically code size reductions)
* Intel64 - optimizations
* Fortran front-end (F2003, CAF, HMPP)
* GCC/Clang C++ front-end
* Shader languages (GLSL, Sony OSL, RSL)
* Performance analysis tools using Intel PEBS or AMD IBS
* Dwarf3 support - debugger and compiler
Must
* Passionate about driving innovation
* Able to research and solve problems independently
* Very strong C/C++ experience and expertise
* Experience and background in compilers
Bonus
* Experience and interest in open source software and standards
* Experience working at the assembly level
* Experience in the gaming or hpc industry
Location : This position is remote based and open to both US and
international candidates. Relocation not needed, but some country
restrictions apply.
Contact : cbergstrom@pathscale.com
-------------------------------
Subject: Sr. Graphics Compiler Engineer opening at Sony Playstation - Foster City, CA
From: Scott_Spears@playstation.sony.com
Date: Fri, 2 Apr 2010 12:18:41 -0700
Senior Graphics Compiler Engineer (Job Number: 01723)
Primary Location : United States-California-San Francisco Bay Area -
Foster City
Description
SCE US Research & Development requires an engineer to create, support,
and a maintain shader compilers for SCE's current and future
platforms. Compiler is expected to be reliable, generate small and
fast code, provide clear error messages, and perform well in the
context of our development environment. Engineer is also expected to
support this and other compilers, respond to bugs, feature requests
and requests for help from third party developers.
Responsibilities:
Develop and maintain SCE shader compilers
Develop front-end for a new shader programming language
Research, design and implement middle-end and target specific
optimizations
Implement production-ready compiler code that is stable and integrates
with our other debugging and development environment tools
Work with documentation team to create user documentation
Support game developers using the compiler, fixing bugs and giving advice
as appropriate
Qualifications
At least 3 years experience working on a production compiler
Strong C and C++ development skills
Sold experience in all aspects of compiler development: front-ends,
high-level, general and target specific optimizations, code generation,
instruction scheduling, performance analysis and tuning, testing
Ability to work with and to communicate with team members and third party
developers
Ability to set and manage own priorities while contributing to team's
overall goals
Any experience with shader compilation, shader programming, graphics
pipeline, GPGPU, or GPU architectures is a plus
Education:
Bachelor's degree in Computer Science or equivalent or related field or
equivalent experience
Master's degree in Computer science or related field preferred
Be a part of the most exciting and innovative computer entertainment
company in North America. Sony Computer Entertainment America (SCEA)
markets the PlayStationB. family of products and develops, publishes,
markets, and distributes software for the PS oneb" console,
PlayStationB.2, PlayStationB.3, and the PlayStation Portable (PSPb")
computer entertainment systems. Based in Foster City, California, SCEA
serves as headquarters for all North American operations and is a
wholly owned subsidiary of Sony Computer Entertainment Inc.
PlayStationB.Network is an emergent entertainment network delivering
innovative content and community to a worldwide audience, and the newest
division of SCEA (Sony Computer Entertainment America).
It is the policy of Sony Computer Entertainment America, Inc. (SCEA)
to provide equal employment opportunity for all applicants and
employees. SCEA does not unlawfully discriminate on the basis of
race, color, religion, gender, gender identity, marital status, age,
disability, veteran status, sexual orientation, national origin, or
any other category protected by applicable federal and state law. SCEA
also makes reasonable accommodations for disabled employees.
If interested, please email resume to Scott Spears at
scott_spears@playstation.sony.com or apply directly at
http://playstation.taleo.net/careersection/sceaexternal1/jobdetail.ftl?lang=en&job=01723
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