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Type: Posts; User: whites11

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  1. Replies
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    Re: correctly deleting buffers

    now i checked for the result of clFinish and it's CL_SUCCESS :/
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    Re: correctly deleting buffers

    hi and thanks for the answer.
    unfortunately that hasn't worked.
    do you know where there could be a memory leak or how i can find out where it is?
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    correctly deleting buffers

    Hi all.
    i have a problem with this code:


    //m_buffer is defined elsewhere
    cl::Buffer result_zb = cl::Buffer(context, CL_MEM_WRITE_ONLY, res_zb->Id(), &ciErrNum);

    cl::Kernel kernel =...
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    gl-cl interop and depth buffer

    Hi all.
    i wrote some code that shares the color buffer between opengl and opencl and is able to read and write (from opencl) to this buffer(s). the code works well on linux.
    i need now to access...
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    Re: GL-CL interoperability performances

    hi and thanks for your answer.
    so, let's say i need a total amount of 900 work items.
    which should be the global and local numbers in your opinion?
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    Re: GL-CL interoperability performances

    by now i set global work items number to 900 and local size to 1.
    what should i set?
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    Re: GL-CL interoperability performances

    this is the kernel:


    __kernel void Evaluate(
    read_only image2d_t framebuffer,
    int width,
    int height,
    int block_size,
    __global int *results
    ){
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    Re: GL-CL interoperability performances

    Hi,
    i tryied using several work sizes like suggested by you.
    i got the best performances using small computation areas for each kernel, such as 100 pixels for each kernel for a 300x300 image.
    now...
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    Re: GL-CL interoperability performances

    hi and thank you for the answer.
    actually images are 300x300. i saw i made many mistakes in the last post but i cannot edit it.
    tomorrow i'll surely try what you suggested.
    thanks again
    ...
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    GL-CL interoperability performances

    Hi.
    i'm developing a sample app that has to do the following:

    1) render a single frame to an offscreen framebuffer
    2) analyze pixel by pixel the generated image (in different manners).

    i...
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