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GLSL Essentials

You're reading from   GLSL Essentials If you're involved in graphics programming, you need to know about shaders, and this is the book to do it. A hands-on guide to the OpenGL Shading Language, it walks you through the absolute basics to advanced techniques.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849698009
Length 116 pages
Edition 1st Edition
Languages
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Author (1):
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Jacobo Rodriguez Jacobo Rodriguez
Author Profile Icon Jacobo Rodriguez
Jacobo Rodriguez
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Toc

Chapter 6. Compute Shaders

Up to this point, we have followed the rendering pipeline rules. Data was always sent in the form of vertex buffers or textures and was transformed accordingly with very well defined steps. Now we will learn about a new mechanism to use the GPU in a more flexible way with all the advantages of GLSL. This means that, as opposed to the other GPU solutions, we will have all the available OpenGL texture formats (not a restricted subset like in CUDA or OpenCL), vector and matrix types, and built-in functions.

Compute shaders is a quite extensive topic, with a lot of details that cannot be covered in a single chapter of any book. It is for that reason that in this chapter, we will cover only the basics, a brief introduction of the compute shaders' language, and the possibilities that they could bring to us.

In this chapter, we will learn how generic GPU processes are arranged into the processor and how they are executed. We will not only focus on rendering and image modifications...

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