Hi,

I used to do post processing with Cuda.

But I've switched to full GLSL :

- no compatibility problem
- no performance overhead due to interoperability

To compute histogram, you can use the method described in this link :

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch41.html

I use it, it's pretty efficient (and really efficient if you don't compute the 
histogram for the full image, but only 1/4 pixel)

I've try to compute histogram with compute shader, too, but it doesn't work for 
now.

The most difficult in postprocessing is to insert CPU control code, for example 
to read back values in the histogram and set these values as input for the 
equalization pass. For this I use a lot of PostDrawCallbacks.


Cheers,
Aurelien

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