- HOW TO ACCEPT OPENGL 4.3 AMD UPDATE
- HOW TO ACCEPT OPENGL 4.3 AMD FULL
- HOW TO ACCEPT OPENGL 4.3 AMD CODE
“ Developer feedback has been key to creating a faster, more capable API that meets emerging needs, such as providing a secure platform for GPU-accelerated web applications using WebGL and compute shaders that harness GPU parallelism for advanced computation,” said Barthold Lichtenbelt, working group chair of the OpenGL ARB and director of Tegra graphics at NVIDIA.
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HOW TO ACCEPT OPENGL 4.3 AMD UPDATE
Twenty years since the release of the original OpenGL 1.0, the new OpenGL 4.3 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.30 update to the OpenGL Shading Language.
HOW TO ACCEPT OPENGL 4.3 AMD FULL
The full specification is available for immediate download at. The OpenGL 4.3 specification contains new features that extend functionality available to developers and enables increased application performance. OpenGL 4.3 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility, enabling applications to incrementally use new features while portably accessing state-of-the-art graphics processing unit (GPU) functionality across diverse operating systems and platforms. See this presentation for more details on GPGPU optimizations.Full backwards compatibility maintained API specification and reference documentation available nowĪugust 6th, 2012 – Los Angeles, SIGGRAPH 2012 – The Khronos™ Group today announced the immediate release of the OpenGL® 4.3 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API (application programming interface). Of course there is a lot of experimentation before getting the optimal number. You can also use this in DirectCompute since in NVidia cards it is just a "wrapper" for CUDA functionality. Using this tool you can check any workgroup size and see which one gives the best occupancy. This is achieved by:įor NVidia GPUs you can use the CUDA Occupancy Calculator to check the occupancy based on the number of registers and shared memory used. The role of the programmer is to write compute shaders whose workgroups use minimal resource.
HOW TO ACCEPT OPENGL 4.3 AMD CODE
The scheduler of the GPGPU framework (CUDA, DirectCompute, etc.) has the job to assign the workgroups to multiprocessors in a way that compute shaders not depend too much of the GPU specs to scale well (that's the main reason that a boost in the GPU automatically boosts the code performance).
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The differences in GPUs related with GPGPU are mainly the number of available multiprocessors and bandwidth. In summary, the Occupancy is the ratio of the number of threads that can run in parallel in your compute shader and the maximum number that the GPU supports.
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This concept is one of the cores of compute shader optimization and is the so called Occupancy.
![how to accept opengl 4.3 amd how to accept opengl 4.3 amd](http://www.geeks3d.com/public/jegx/200908/deferred-shading-compute-shader-frostbite-02.jpg)
A compute shader will have a maximum number of threads that could run in a multiprocessor based on the resources it uses (since the resources are shared among threads). In GPGPU, the preferred workgroup size usually is more dependent on the resources used by your compute shader, kernel, etc.