On Wednesday, 14 June 2017 at 05:43:01 UTC, Manu wrote:
Also "D-GPU" implies that it's only for GPUs. Granted, there's a
lot of similarities (early 3D accelerators in arcade cabinets
were often built from multiple DSPs, GPUs always have VLIW and
FMA capabilities, FPGAs can function as either as DSP or GPU with
limitations, etc), but we still need some distinction. Even CPUs
have OpenCL capabilities (my good old Athlon 64 x2 supports up to
See, I would have a very different conversation:
M: Awesome, I've been waiting!
M: What's that... is it, like, a rendering library?
N: No, it's a 'compute' library.
M: Ohhh, awesome! I've been waiting!
Other than I'm planning to using DCompute to implement "GPU
blitter" (as I couldn't find any hardware acceleration API for
raster graphics besides the long obsolete DirectDraw), but I'm
also thinking on if I could implement some physical modelling
audio engine, that would compile reverberation in real time for a
virtual room, enabling it to be used in games (game audio haven't
advanced as much as graphics unfortunately).