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GPU powered GEGL, some thoughts

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GPU powered GEGL, some thoughts Jon Nordby 03 Apr 10:34
  GPU powered GEGL, some thoughts Victor Oliveira 03 Apr 11:55
Jon Nordby
2012-04-03 10:34:04 UTC (almost 13 years ago)

GPU powered GEGL, some thoughts

Hi,
glad to see that GPGPU/openCL support has landed in GEGL master. What are the plans for future work in this area? Obviously we want more and more operations to be implemented and optimized for openCL, but have you given any thought to the following things:

* Having an openGL output operation, which will render the output already present as an openCL image object to a openGL texture. The application can then use this (either directly or through one of the UI integration libraries) to display the composition.

* Color management of viewport using CL/GL. Let the above operation (or a separate operation) accept a LUT specifying the device profile to use for the render and do the necessary conversions.

* GPU powered export/import (JPEG/PNG). These algorithms are also computationally expensive and could benefit from being GPU accelerated.

Victor Oliveira
2012-04-03 11:55:35 UTC (almost 13 years ago)

GPU powered GEGL, some thoughts

Hi Jon!

All of your ideas are great, specially the OpenGL output op, which isn't a lot of work and should give good performance (mem. transference between the cpu and gpu is very expensive).

But for now, what would be great is people testing the code and performance comparisons/profiling to know what can be improved, we don't need GPUs to do that, OpenCL should run on CPUs :)

Thanks! Victor

On Tue, Apr 3, 2012 at 7:34 AM, Jon Nordby wrote:

Hi,
glad to see that GPGPU/openCL support has landed in GEGL master. What are the plans for future work in this area? Obviously we want more and more operations to be implemented and optimized for openCL, but have you given any thought to the following things:

* Having an openGL output operation, which will render the output already present as an openCL image object to a openGL texture. The application can then use this (either directly or through one of the UI integration libraries) to display the composition.

* Color management of viewport using CL/GL. Let the above operation (or a separate operation) accept a LUT specifying the device profile to use for the render and do the necessary conversions.

* GPU powered export/import (JPEG/PNG). These algorithms are also computationally expensive and could benefit from being GPU accelerated.

--
Jon Nordby - www.jonnor.com