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8/1/2025, 10:19:39 PM
>>106108017
whenever youre writing a shader youre dealing with hardware specifics
hardware specifics is the reason for all the interfaces
its just that a ton of shit is implicit
structured differently
in opencl you define the workgroup manually, and you pass pointers around
in opengl you bind a buffer iirc
but youre confronted with the specificities of the hardware
the way you write your shaders is emergent from said specificities
you run them in parallel on your gpu because thats how a gpu works, and so when you apply them on all elements of a buffer, you dont use iterations
as seen in picrel
whenever youre writing a shader youre dealing with hardware specifics
hardware specifics is the reason for all the interfaces
its just that a ton of shit is implicit
structured differently
in opencl you define the workgroup manually, and you pass pointers around
in opengl you bind a buffer iirc
but youre confronted with the specificities of the hardware
the way you write your shaders is emergent from said specificities
you run them in parallel on your gpu because thats how a gpu works, and so when you apply them on all elements of a buffer, you dont use iterations
as seen in picrel
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