Questions tagged [gpgpu]
General purpose graphics processing unit. Allows offloading of parallelizable computational tasks to the GPU.
30 questions
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Setting a meshcollider's sharedmesh to a mesh which has been generated directly on the GPU gives "Failed extracting collision mesh"
I've been attempting to modify this example project
https://github.com/keijiro/ComputeMarchingCubes
I'm trying to repurpose it to build terrain. After the Update() ...
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Is it possible to use hardware acceleration in OpenCL
I built a small game engine using OpenCL and SDL2 but it's not running really fast compare to Vulkan and OpenGL. I wrote rasterization code, but when I did some research Vulkan and OpenGL use hardware ...
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How to evaluate a binary expression tree in HLSL without recursion or a stack?
I'm currently working on a dual contouring implementation for which I want to create procedural terrain based on layers of noise. Both, the terrain generation and the mesh creation via dual contouring ...
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reading from texture2d resource in directx11
Hi^^ i am trying to read data in resource, which i used to do well without any problems. but suddenly it is not working.
first i made immutable resource that has data in it, which is
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How can I make sure my OpenCL code works correctly on different graphic cards?
I'm testing on adding some OpenCL code in my game, but I only have a single Nvidia card & I'm not sure the code will run normally on other platforms.
Is there any way to make sure my code runs ...
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How to balance GPU compute usage against render usage?
The GPU's primary purpose, obviously, is to render the scene.
However, if we use compute capabilities on the very same GPU, how do we partitition and control these calls such that they do not ...
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Synchronization between several glDispatchCompute with same SSBOs
Let's say I have one compute shader A which writes to an SSBO, and then a second compute shader B which reads from the same SSBO.
Do I need to do anything special to ensure that A has finished ...
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How do I build a 3D array result set from a compute shader in unity?
I took this right down to the absolute most basic scenario but for some reason I can't get anything back from the GPU when this completes, could someone explain what I am doing wrong ...
Here's my ...
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(Fat) ray cast with MPR OR GJK?
I know that it's possible to see if a line segment or a swept shape (to make a "fat" line segment) intersects objects using MPR and GJK. Is it possible in those situations to find out the distance ...
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Are GPU physics implementations branchless?
I've implemented MPR on the CPU and in pixel shaders (long story!) and there seems to be unavoidable conditional loops both to find the starting portal as well as to find the final solution. I know ...
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Hundreds or even thousands of "slow" running CPUs emulated on GPU?
Introduction
This question is specific to GPU programming. It's not primarily about the game idea.
However, to better understand the question i will detail what it is i want to achieve in my game.
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Relation between TFLOPS and Threads in a GPU?
What's the relation between Teraflops and Threads in a GPU like GTX Titan X has 7 TFOPS of Compute Performance but how many threads it has ? And Like Xbox and PS4 have 1.32 and 1.84 TFLOPS of compute ...
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Passing Input to Compute Shader
I am using D3D11 on D3D10 hardware, trying to get a very simple compute shader to run (my hardware supports cs_4_0).
What is the best way to pass data to the compute shader?
I've seen some samples ...
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a flexible data structure for geometries
What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all ...
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Implementing algorithms via compute shaders vs. pipeline shaders
With the availability of compute shaders for both DirectX and OpenGL it's now possible to implement many algorithms without going through the rasterization pipeline and instead use general purpose ...