What do when OpenGL just hates multithreading?
OpenGL will only accept calls from one thread in an application. This is about a work around this issue using C++ features such as template metaprogramming and std::packaged_tasks
Coding shenanigans and other nerdy musings
OpenGL will only accept calls from one thread in an application. This is about a work around this issue using C++ features such as template metaprogramming and std::packaged_tasks
Chapter 10 in my “Multi Your Threading” series Bringing together OpenGL and Emscripten, this time I’m running GPGPU on a browser
Part 9 of my “Multi Your Threading” series.
This time, it’s OpenGL, both with a Compute Shader, as well as the “legacy” way with a Fragment Shader
Part 8 of my “Multi Your Threading” series.
In this one I talk about my experience using emscripten to deploy toyBrot to the browser
A digression about the concepts of:
Compiled vs Interpreted code
Low and High level languages
Assembly and Intermediary Representations
And how almost all compilers are just CLANG now
Seventh chapter in the Multi Your Threading series, looking at Intel’s TBB and ISPC
Post with updated benchmarks and introducing a new code for toyBrot which produces more relevant results
A detailed explanation about the legendary eXtreme Go Horse software development process. If you haven’t used it, you haven’t written software professionally
Fifth chapter on my multithreading series.
In this one I talk about Vulkan and SYCL, Khronos’ new initiatives
Fourth chapter on my multithreading series.
In this one I talk about AMD’s ROCm and HC C++ and HIP