opencl

Difference Between HUGE_VALF and INFINITY Constants

旧街凉风 提交于 2019-12-05 10:20:31
In OpenCL, there are two floating point math constants that represent infinity. One of them is simply INFINITY . The other, HUGE_VALF , "evaluates to" infinity. What is the difference between these two? What does it mean to "evaluate to" infinity? HUGE_VALF is a legacy name that allows for floating-point systems that did not support infinities. For example, the C standard specifies that HUGE_VALF be returned in certain overflow cases. When a C implementation did not support infinities, HUGE_VALF would be the largest representable value. When an implementation did support infinities, HUGE_VALF

OpenCL compile on linux

徘徊边缘 提交于 2019-12-05 09:34:55
I'm a newbie in OpenCL. From yesterday, I'm trying to use OpenCL for parallel programming instead of CUDA which is more familiar for me and experienced before. Now I have NVIDIA GTX 580 GPU, Ubuntu Linux 12.04 OS and CUDA SDK 4.1 (already installed before because of CUDA programming). In CUDA SDK folder, Some OpenCL header file and library are already included. So I just downloaded OpenCL examples from NVIDIA's Developer zone. (Here is the link! https://developer.nvidia.com/opencl ) And I'm tried to compile some example by myself, but I couldn't. I make Makefile by using -I I added path of

OpenCL or CUDA Which way to go?

徘徊边缘 提交于 2019-12-05 09:32:01
问题 I'm investigating ways of using GPU in order to process streaming data. I had two choices but couldn't decide which way to go? My criterias are as follows: Ease of use (good API) Community and Documentation Performance Future I'll code in C and C++ under linux. 回答1: OpenCL interfaced from your production code portable between different graphics hardware limited operations but preprepared shortcuts CUDA separate language (CUDA C) nVidia hardware only almost full control over the code (coding

OpenGL-OpenCL interop transfer times + texturing from bitmap

…衆ロ難τιáo~ 提交于 2019-12-05 07:55:46
Two part question: I'm working on a school project using the game of life as a vehicle to experiment with gpgpu. I'm using OpenCL and OpenGL for realtime visualizations and the goal is to get this thing as big and fast as possible. Upon profiling I find that the frame time is dominated by CL Acquiring and Releasing the GL buffers, and that the time cost is directly proportional to the actual size of the buffer. 1) Is this normal? Why should this be? To the best of my understanding, the buffer never leaves device memory, and the CL Acquire/Release acts like a mutex. Does OpenCL lock/unlock each

What kind of work benifits from OpenCL

我们两清 提交于 2019-12-05 07:06:48
First of all: I am well aware that OpenCL does not magically make everything faster I am well aware that OpenCL has limitations So now to my question, i am used to do different scientific calculations using programming. Some of the things i work with is pretty intense in regards to the complexity and number of calculations. SO i was wondering, maybe i could speed things up bu using OpenCL. So, what i would love to hear from you all is answers to some of the following [bonus for links]: *What kind of calculations/algorithms/general problems is suitable for OpenCL *What is the general guidelines

How to effectively swap OpenCL memory buffers?

隐身守侯 提交于 2019-12-05 06:49:44
Exactly as the title suggests I am looking for how to effectively swap two OpenCL buffers. My kernel uses two gloabl buffers, one as input and one as output. However, I invoke my kernel in a for loop with the same NDRange, each time setting the kernel arguments, enqueueing the kernel, and swapping the buffers because the previous output buffer will be the input buffer seed for the next iteration. What is the appropriate way here, to swap these two buffers? I imagine that copying the buffer back to the host to one of the already malloc'd arrays and copying it into the next input buffer using

How to Step-by-Step Debug OpenCL GPU Applications under Windows with a NVidia GPU

£可爱£侵袭症+ 提交于 2019-12-05 06:40:50
I would like to know wether you know of any way to step-by-step debug OpenCL Kernel using Windows (my IDE is Visual Studio) and running OpenCL Kernels on a NVidia GPU. What i found so far is: with NVidias NSight you can only profile OpenCL Applications, but not debug them the current version of the gDEBugger from AMD only supports ATI/AMD GPUs the old version of gDEBugger supports NVidia GPUs but work is discontinued in Dec '10 the GDB debugger seems to support it, but is only available under Linux the Intel OpenCL SDK brings a Debugger, but it only works while running the code on the CPU, not

OpenCL double precision different from CPU double precision

人走茶凉 提交于 2019-12-05 03:50:41
I am programming in OpenCL using a GeForce GT 610 card in Linux. My CPU and GPU double precision results are not consistent. I can post part of the code here, but I would first like to know whether anyone else has faced this problem. The difference between the GPU and CPU double precision results get pronounced when I run loops with many iterations. There is really nothing special about the code, but I can post it here if anyone is interested. Thanks a lot. Here is my code. Please excuse the __ and bad formatting as I am new here :) As you can see, I have two loops and my CPU code is

Does opencl support boolean variables?

梦想与她 提交于 2019-12-05 03:35:40
Does openCL support boolean variables? I am currently using JOCL (java) to write my openCL calling code and I don't see anything about booleans. Yes; but the size of a bool is not defined. Therefore, it does not have an associated API type (as what size the value should be is device dependent). See section 6.1.1 Built-in Scalar Data Type of the OpenCL 1.1 specification for a list of supported scalar types. From Section 6.8.k Arguments to __kernel functions in a program cannot be declared with the built-in scalar types bool, half, size_t, ptrdiff_t, intptr_t, and uintptr_t. The size in bytes of

OpenCL dynamic parallelism / GPU-spawned threads?

做~自己de王妃 提交于 2019-12-05 03:27:09
问题 CUDA 5 has just been released and with it the ability to spawn GPU threads from within another GPU (main?) thread, minimising callouts between CPU and GPU that we've seen thus far. What plans are there to support GPU-spawned threads in the OpenCL arena? As I cannot afford to opt for a closed standard (my user base is "everygamer"), I need to know when OpenCL is ready for prime time in this regard. 回答1: OpenCL Standard is usually the way back of CUDA (except for device partitioning feature)