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Member Since 25 Oct 2011
Offline Last Active Dec 14 2015 05:42 PM

Topics I've Started

GPGPU in a local network

04 March 2012 - 02:52 PM

Hi guys!

I’m looking for a way to distribute some number crunching across multiple PCs in a network (we’re talking about 10 PCs). I primarily want to utilize their GPUs but using their CPUs might still give some extra speed.

I’ve seen that Microsoft’s C++ AMP seems promising, since it runs C++ code on the CPU and with help of DirectCompute on the GPU. Does anyone of you have some experience with it? How flexible is it really? Can I share resources between AMP and DirectCompute or CUDA? How well does it map code to the GPU? Perhaps some hand-optimized code can be faster… Is it possible to add hand-optimized code for certain tasks?

I noticed Microsoft’s implementation of the Message Passing Interface. What else does it offer aside from the message passing? I’ve seen some basic scheduling stuff and read about a monitoring tool. What are your experiences with this software? Do you know of better implementations of the Message Passing Interface? Is it easy to add in new scheduling strategies? Does this run entirely on Windows 7?
Or what is the current state-of-the-art in distributed computing in local networks?

Generally, I’m wondering whether C++ AMP and Microsoft’s MPI are a good combination. Any thoughts on that? Posted Image
What would your choice be, if you would like to use all the GPUs in a network?

Thank you in advance!
Best regards

How can PIX be used with WPF apps?

24 February 2012 - 04:41 PM

Hi everyone!

I’m planning a project that will require a nice UI. I’m thinking of using ribbon toolbars, which is why I probably need WPF (I know there are lightweight versions for WinForms, but I didn’t came across something that wasn’t buggy, missed important things or was slow…)
I’d like to use SlimDX (currently I only have the September 2011 release installed). So, I looked into the WPF samples of SlimDX and I got confused…

When I tried to debug any of the WPF samples (DX9 or 10 didn’t matter) PIX didn’t show up anything. The D3D area was plain white and hitting F12 had no effect. I read that some people somehow managed to get PIX to do at least something (they got crashes, though…).

So my question is: Is it possible to write WPF apps that use SlimDX to render Direct3D 11 content and can be debugged in PIX?

Thanks in advance, dear people!

[Dx11] InterlockedAdd on floats in Pixel Shader - Workaround?

25 October 2011 - 03:19 AM


I'd like to use an InterlockedAdd operation on floats. Unfortunately, the documentation says it’s allowed on ints and uints only. So, I’m looking for some sort of workaround.

Here is my scenario: I have pixel shaders that need to write multiple times into a resource (at different positions). The problem is, the number of writes differs from pixel to pixel and is somewhere between zero (not that unlikely actually) and about five. The write operation is a simple addition of a float (so, a simple scattering via rasterization would do the trick, if I wouldn’t have to write more than once...)

Btw, what is the globallycoherent modifier doing in pixel shaders? Will this ensure that different primitives will see the writes of each other?

Any thoughts or ideas on that would be greatly appreciated!

Thanks in advance!