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Re: Using the GPU to process floating point samples
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Re: Using the GPU to process floating point samples


  • Subject: Re: Using the GPU to process floating point samples
  • From: Brian Willoughby <email@hidden>
  • Date: Thu, 17 Feb 2011 00:05:18 -0800

In other words, the GPU might be great for offline processing, where you do kinda want it to be as fast as possible but you're not really counting microseconds for it to finish. If CoreAudio's offline AudioUnit specification were a little more fleshed out (see recent unanswered queries), then there might be some benefit to pairing the GPU with an offline render - although that could potentially require that every AudioUnit be rewritten or at least re-compiled.

Brian Willoughby
Sound Consulting


On Feb 16, 2011, at 22:40, tahome izwah wrote:
This has been discussed in a rather lengthy thread titled "AudioUnits
and OpenCL". In a nutshell, GCD and OpenCL are Dont's for realtime
audio processing. Markus Fritze summed it up nicely:

Ehm, you know that GCD is running at the main thread level? Which can be blocked by UI operations,
etc. That doesn't seem like a wise choice for real-time processing. OpenCL also doesn't have a
threading mode, so you tasks will be shared among all the others and your latency becomes
unpredictable.


Markus


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  • Follow-Ups:
    • Re: Using the GPU to process floating point samples
      • From: tahome izwah <email@hidden>
References: 
 >Using the GPU to process floating point samples (From: Schell Scivally <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: Gregory Wieber <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: Steve Hales <email@hidden>)
 >Re: Using the GPU to process floating point samples (From: tahome izwah <email@hidden>)

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