[Gegl-developer] GPU support

utkarsh shukla utk.shukla at gmail.com
Mon May 11 11:22:05 PDT 2009


Sorry from my side if you felt something. I did not mean to hurt you.
Obviously you must be better than me.
Well by the minimap I mean you create a mapping of what part of buffer data
is where, wether it is processed in CPU or in GPU or over the  network. By
this way You reduce the tranfer of data. Basically in GPU the costliest
thing is the Data transfer than the processing.
I dont feel such thing is used frequently but if you want to make a unified
memory architechture then it would be much better. This thing will easily
fit into the GEGL api.
I dint said OpenCL can not be used I just said OpenGl can do all the things
needed and OpenCL or CUDA although can do this but they would be extra
burden. OpenCl and CUDA use the Unified Compute architechture but I feel
Gimp has much more worries of Data Transfer than the computation.
CUDA or OpenCL is used best in places where large computation and less
transfer is needed. I hope you understand. By this way of mapping you not
only save the Data Tranfer but the architechture is much more usable even of
you try Cloud Computing.


On Mon, May 11, 2009 at 4:03 PM, Jerson Michael Perpetua <
jersonperpetua at gmail.com> wrote:

> Hello,
>
>
> Sorry that you feel that way.  I did tell the GIMP and GEGL
> developer's during proposal period that I had no previous experience
> with OpenGL.  Moreover, you can read from my mailing list posts that I
> admit to being a beginner in OpenGL, GObjects and GEGL.  I can't
> really speculate why they accepted me against someone experienced like
> you.  But one thing's for sure, I can and am willing to learn.
>
> As to me being off-track, maybe we are approaching the same problem in
> different perspectives?  What I've written in my GSoC proposal is a
> very murky way of parallelizing pixel operations by loading buffer
> image data into OpenGL textures and using those textures inside
> shaders.  It's now extended into off-loading pixel data copy
> operations and conversions to the GPU, so that the CPU can save
> several cycles to do other tasks.  In my view, OpenCL and similar APIs
> aren't very different with respect to how I am envisioning to use
> OpenGL for GEGL.  I don't see why I can't use those so called
> computing languages.  Sure, I'm not positive that all operations could
> be rewritten into shaders.  What I'm sure is that the very basic of
> them I could implement in time for GSoC.
>
> I'm curious about your mention of minimaps though.  I haven't really
> heard about them being used in GPGPU techniques.  The only thing I
> know about minimaps is that they are "miniature map[s], often placed
> in a corner of the screen in computer games to aid in reorientation"
> [from Wikipedia].  Maybe you can shed some light into this dark mind?
>
>
> Respectfully yours,
> Daerd
>



-- 
Utkarsh Shukla,
Btech, Material Science and Metallurgy,
IIT KANPUR.
Mob: 9936339580
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