Hi Sukender,
I was thinking that if OSG 3 would support these, then why not others (such as D3D)...
OpenCL has an analogue API in Direct3D 11 which is called "compute
shader". OpenCL is made to work with OpenGL (share resources, buffers,
etc.) so as I understand it, you couldn't really use it with D3D.
It's pretty much the same thing that happened for (graphical) shaders a
while back. There were vendor-specific APIs at first (assembly, Cg, ...)
and then there were ARB, GLSL and HLSL which are not vendor-specific but
are graphics-API-specific (for OpenGL, for Direct3D). For GPGPU it's the
same thing, NVIDIA has CUDA and ATI/AMD has Compute Abstraction Layer
(CAL), and soon OpenGL will have OpenCL and Direct3D will have Compute
Shader.
Again an argument for the fact that both APIs are pretty much on the
same footing, after all they're just exposing features of the GPUs, sure
for some features one API will expose it faster than the other and
inversely but by the time a feature is mature both APIs are equivalent
in exposing it.
About OpenCL:
I think it will be (or should be, at least at the start) orthogonal to
OpenGL in OSG. So I think our work in the near-to-mid term is mostly
supporting OpenGL 2 + OpenGL 3. Later we might think of doing a
completely raytracing-based back-end that uses OpenCL, but OpenCL is
much more general than just raytracing, and I think exposing its
functionality at a low level, for any use, will be more of a priority
than building a rendering back-end for it into OSG.
Sure, I'd like to try our simulators in a realtime raytracer, but I
think that's not a priority and is still a while off... :-)
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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