Re: Using the GPU to process floating point samples
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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