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CPU-GPU parallel processing

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Hi, I am trying to render a bloodtree data set. I use both CPU and GPU to do this. For the CPU part I have a thread which processes the segments in parallel, the main program handles the GPU part. I am using a fragment shader to do this. I have a global counter which keeps track of the processed segments, the CPU or the GPU, whichever finishes first takes up the next segment. My problem is some segments are missing in the output, when I comment out the CPU thread part, the GPU renders all the segments, but when both are processing, the blood vessels are not continuous. Can anybody help? The code is given below: // Thread (CPU) function void threadFunction() { while (Counter < dataSize) { GLfloat *vert = new GLfloat[size]; GLfloat *norm = new GLfloat[size]; segmentComputation(vert, norm, Counter); // Function to process the segment lock(); Counter++; unlock(); } } void GPUFunction() { pthread_create(&CPUthd, 0, threadFunction, this); // call the CPU thread while(Counter < dataSize) { // enable fragment program // bind fragment program // send the fragment to be processed and increment counter lock(); Counter++; unlock(); // render to FBO // copy FBO to PBO // render PBO // render the CPU part } }

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