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Posted 03 March 2012 - 02:43 PM
From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need it's structure changed?
I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen?
Any information on this would be appreciated.
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Posted 03 March 2012 - 04:59 PM
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Posted 03 March 2012 - 06:50 PM
Based on your needs, you might be interested in checking out C++ AMP instead. It's basically a framework that lets you write special C++ code which then gets executed on the GPU using DirectCompute. It might make things a lot easier for you if you're not familar with D3D and shaders.
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Posted 03 March 2012 - 11:32 PM
Cuda and OpenCL is pretty low level so that's why you will find it hard to find any good tutorials on it.
I've just started working with OpenCL and used this book and couldn't believe how much work it was just to simple programs up and running compared to DirectX, OpenGL, Allegro, SDL, etc number of other stuff I have worked with!
So it looks like Microsoft is introducing C++ AMP to make it easier.
Haven't had a chance to work with it so not sure if it makes anything easier.
Well if you are using C# have you tried this OpenCL tutorial?
Looks easier than using the OpenCL language.