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: Stéphane Letz <email@hidden>
- Date: Thu, 17 Feb 2011 18:43:59 +0100
>
> Message: 7
> Date: Thu, 17 Feb 2011 07:40:00 +0100
> From: tahome izwah <email@hidden>
> Subject: Re: Using the GPU to process floating point samples
> To: email@hidden
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> <AANLkTimBB6ZuJ_9=email@hidden>
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>
> 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
>
> HTH
> --th
We have done some tests in the context of the Faust project (http://faust.grame.fr/), that is compiling GPU code (OpenCL or CUDA) starting from the Faust specification. The main results are:
- threading or latency are not the most problematic issue. We could achieve a one buffer latency implementation in a RT context that was quite acceptable. Threading issue are probably manageable by using dedicated GPU card for audio.
- the most critical issue is the kind of processing one can do on GPU: GPUs are designed for massively data parallel algorithms, and this is not the case for most audio processes (as soon as you have a "recursion" somewhere).
- correct memory management (layout + access) is also critical, then again redesign audio effect with this constraint is not trivial
My feeling is that GPU for audio can work only in a limited number of cases, and this will take some more time to emerge.
Stéphane Letz _______________________________________________
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