I Would like Know about the is JOGL Supports the Parallel Execution or Computation on GPU .if Yes. How to Achieve that?Please give Simple Example for parallel Execution .It helps to Understand the parallel Execution using JOGL .if is there any Resource related to this concept please attached with the Answer.Any Suggestion is Appreciable. Thank you.
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OpenGL supports parallel execution in one application in several forms:
Parallelism inside one GLWindow using GLSL Shaders. A GLSL pixel shader is run in parallel for each pixel by the GPU hardware. The GLSL shader is sent in text form using the OpenGL API to the GPU driver for compilation. Hardware supporting OpenGL 4.3 and later can use Compute Shaders for more general purpose calculations on the GPU here is one example using JOGL and compute shaders: https://github.com/perses-games/jogl-compute-shaders-fireworks Multiple OpenGL windows. If your application uses more than one GLWindow then you can render more than one image in parallel. Each GLWindow will use the JOGL GLAutoDrawable API. You can use one Animator for each GLWindow. The OpenGL code defined in the class that implements the GLAutoDrawable instructs what each GLWindow will render. 2018-04-12 8:30 GMT+02:00 Manjunatha Bhat [via jogamp] < ml+s762907n4038809h42@n3.nabble.com>: > I Would like Know about the is JOGL Supports the Parallel Execution or > Computation on GPU .if Yes. How to Achieve that?Please give Simple Example > for parallel Execution .It helps to Understand the parallel Execution using > JOGL .if is there any Resource related to this concept please attached > with the Answer.Any Suggestion is Appreciable. Thank you. > > ------------------------------ > If you reply to this email, your message will be added to the discussion > below: > http://forum.jogamp.org/Parallel-Execution-or- > Computation-on-GPU-using-JOGL-tp4038809.html > To start a new topic under jogl, email ml+s762907n782158h61@n3.nabble.com > To unsubscribe from jogamp, click here > <http://forum.jogamp.org/template/NamlServlet.jtp?macro=unsubscribe_by_code&node=762907&code=eGVyeGVzQGd1ZGlubmEuY29tfDc2MjkwN3wtNTE5NjUwMzEw> > . > NAML > <http://forum.jogamp.org/template/NamlServlet.jtp?macro=macro_viewer&id=instant_html%21nabble%3Aemail.naml&base=nabble.naml.namespaces.BasicNamespace-nabble.view.web.template.NabbleNamespace-nabble.view.web.template.NodeNamespace&breadcrumbs=notify_subscribers%21nabble%3Aemail.naml-instant_emails%21nabble%3Aemail.naml-send_instant_email%21nabble%3Aemail.naml> > |
This Code is not EXECUTING In ECLIPSE IDE ""import org.slf4j.LoggerFactory;"" here .i'm getting error . What is the System requirement .can you give simple for loop program example for parallel computation.thanks.
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2018-04-13 13:58 GMT+02:00 Manjunatha Bhat [via jogamp] <[hidden email]>:
This Code is not EXECUTING In ECLIPSE IDE ""import org.slf4j.LoggerFactory;"" here .i'm getting error . What is the System requirement . The system requirement (for this example code) is SLF4j https://www.slf4j.org/ <- read this site what SLF4J is and what it can do for you read the example code and you can choose to delete all lines using SLF4J because it is only logging, SLF4J is not required for JOGL OpenGL functionality you need to do your homework, you cant ask US to do your homework unless you hire us. |
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In reply to this post by Manjunatha Bhat
The third party dependencies are in the subdirectory called "lib":
https://github.com/perses-games/jogl-compute-shaders-fireworks/tree/master/lib You just have to add them into the build path of your Eclipse project. I totally agree with Xerxes. We gave you some information, we did our best, we're not your workers. We are volunteers.
Julien Gouesse | Personal blog | Website
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thanks gouessej .thanks for your information .I'm beginner to the JOGL concept so I asked deeply .Sorry for the disturb .Thanks once again.
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In reply to this post by Xerxes Rånby
Thanks Xerxes Rånby. your information is more useful.
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