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
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
Part 3 in my Multi Your Threading Series. This time we get into the world of heterogeneous computing with CUDA and OpenCL