Now that the 3.0 SDK is out, I've read through the Renderscript
documentation.  But it's pretty sketchy, and still doesn't answer most
of my questions.

Graphical scripts seem to consist of shader definitions and drawing
code.  But I assume the shaders ultimately get compiled down to the
same machine code whether you define them with Renderscript or GLSL,
and the drawing code presumably gets compiled down to roughly the same
set of OpenGL calls that you'd make in Java or C++.  So what are the
advantages of using Renderscript instead?

Then there are compute scripts, which I gather are meant to be a GPGPU
framework?  I have a lot of experience with CUDA and OpenCL, so I'd
like to learn how it compares with those.  There's hardly any
documentation on writing compute scripts, and only a single trivial
example.  What threading model does it use?  Does it support inter-
thread communication?  Scattered writes?

Peter

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to