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Latest OpenCL Activity

Hello everyone,

I'm working on a rasterizer that renders triangles in 2d space, all additively (no depth checking). I'm looking for tips on performance optimization of all types. I don't have a lot of experience with OpenCL/memory management etc so I'm very happy to learn about all the ways to impro…

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There is no real technical difference between gfx ‘shaders’ and GPGPU 'compute', both use the same cores and will equally benefit from higher frequency. 
Dedicated gfx HW is mainly the non programmable stuff like ROPs or TMUs, and now RT, and those units usually also depend on the same core clo…

4,733 views

I would highly highly highly recommend Game Code Complete 4! It goes over many many aspects of game engine creation in C++ (Audio, Resource Cache, Rendering, Physics, Input, Scripting and then some). On top of that, it discusses making a game editor in C#. It's the best book I've seen for game engi…

11,786 views
mfilion
March 24, 2020 03:35 PM
Introducing OpenCL and OpenGL on DirectX

Today, Collabora is excited to announce a partnership with Microsoft to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project's Gallium layer.

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7,416 views

Thanks for the help. I got to the bottom of the problem

The issue was not with the texture coordinates but with multisampling or lack thereof when rendering off-screen.

I hadn't set up my framebuffer configuration to allow for multisampling when rendering to the texture, so the edges of the sh…

4,449 views

Yep, and i think they are as well limited to memory sizes, like 4GB or so, which would be an RGB image of around 30.000/30.000. Also, users of GIMP or PS accept long waiting times for operations to execute. Like, hours ? ? The latest graphics cards are actually better than that (32k textures), b…

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