[Gegl-developer] Introduction to GEGL Buffers
Jerson Michael Perpetua
jersonperpetua at gmail.com
Wed May 13 21:41:13 PDT 2009
Thanks Nicolas. I've seen the video just this morning. As expected,
it turned out to be my general definition of "awesomeness". He
discussed quite a few pitfalls that should apply and not apply to
GEGL. Quite particular is pitfall #4 where he got ~500ms to render
the image but got it transfered from the GPU back to the CPU in ~3
seconds! That's just crazy!
Hopefully, we will be able to dodge that issue by uploading textures
whilst the GPU is computing. This needs the rectangle-level CPU
parallelization we are discussing as of the moment. I am now
convinced that the latter parallelization is needed to extract the
GPU's (evil) power.
Another issue not discussed by the talk is OpenGL texture formats. I
suspect (though I'm not quite sure, like I always am :) that Nona-GPU
doesn't deal with different color formats. OpenGL can only process
1-4 tuples of vector data in the shader level, so I can't imagine how
we can provide support for Babl formats with channels exceeding 4.
Also, current generation GPUs don't support double-precision floating
point data. Providing support for RGBA doubles, for example, is
difficult.
Kind regards,
Daerd
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