GPUParticles11 | AMD GPU particles sample based on DirectX | GPU library

 by   GPUOpen-LibrariesAndSDKs C++ Version: v1.1 License: MIT

kandi X-RAY | GPUParticles11 Summary

kandi X-RAY | GPUParticles11 Summary

GPUParticles11 is a C++ library typically used in Hardware, GPU, Vue applications. GPUParticles11 has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

AMD GPU particles sample based on DirectX 11
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              GPUParticles11 has a low active ecosystem.
              It has 62 star(s) with 10 fork(s). There are 12 watchers for this library.
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              It had no major release in the last 12 months.
              GPUParticles11 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GPUParticles11 is v1.1

            kandi-Quality Quality

              GPUParticles11 has no bugs reported.

            kandi-Security Security

              GPUParticles11 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              GPUParticles11 is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              GPUParticles11 releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

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            GPUParticles11 Key Features

            No Key Features are available at this moment for GPUParticles11.

            GPUParticles11 Examples and Code Snippets

            No Code Snippets are available at this moment for GPUParticles11.

            Community Discussions

            Trending Discussions on GPUParticles11

            QUESTION

            Compute Shader uniform updates within a loop
            Asked 2020-Jun-03 at 18:13

            I have an OpenGL Compute Shader that has workgroups dispatched in each iteration of a loop. There is a unique uniform value, representing an ID, that will need to be passed. Each ID is unique to the set of shader invocations that are generated from each dispatch call.

            Is it possible to keep the value unique within each shader invocation set simply by re-assigning a value using a mapped pointer to a UBO within the loop? From testing, it looks like only one possible value can be passed-in to all shader invocation sets within a single frame. Please correct me, if I'm wrong.

            Are there other ways to pass unique values to entire work group sets without sacrificing performance? If not, what are the means to solve this if performance wasn't a concern?

            For more context, I'm attempting to implement something similar to the loop found in the link below, using OpenGL instead of DirectX:

            https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/GPUParticleSystem.cpp#L1163

            In the example above, there is a map and unmap operation prior to updating a Constant Buffer. Perhaps this will need to be done with OpenGL instead of using a persistent map? Or could I be missing flags?

            ...

            ANSWER

            Answered 2020-Jun-03 at 18:13

            Is it possible to keep the value unique within each shader invocation set simply by re-assigning a value using a mapped pointer to a UBO within the loop?

            Yes, if you synchronize the modification of that memory with OpenGL. Persistent mapped memory means that synchronization between host changes and the GPU are now your responsibility.

            In order to do what you suggest, you would need to effectively issue a glFinish call after each loop iteration, so that the CPU would not attempt to modify that memory until the GPU is finished reading from it.

            This is obviously a bad idea, so don't do that. Doing a bunch of map/unmap calls between each dispatch is a performance killer too. Odds are good that at some point, it will have to do the same thing as issuing a glFinish in each iteration. Even if that doesn't happen, the implementation will have to do a lot of allocation work behind the scenes to make it performance-friendly.

            For a simple numeric identifier, just use a glUniform call per-iteration.

            Source https://stackoverflow.com/questions/62179564

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GPUParticles11

            Visual Studio solutions for VS2012, VS2013, and VS2015 can be found in the gpuparticles11\build directory.
            Additional documentation can be found in the gpuparticles11\doc directory.

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