Re: Introduction to GEGL Buffers

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Thank you for your help, utkarsh.

On Thu, May 14, 2009 at 8:19 AM, utkarsh shukla <utk.shukla@xxxxxxxxx> wrote:
> I am not sure about this. Your work woulbe like to access the memory map and
> find out where the tile is residing. Then Correspondingly you have to apply
> the operation if it is CPU or GPU.

This is an interesting architecture.  Is the memory map a hash table
where the GeglBuffer translates tiles into OpenGL textures?  I guess
we still have to provide a mechanism to specify whether or not a
GeglBuffer should map tiles to the GPU if at all.  This is useful in
the case where a node has an attached GeglOperation that doesn't
support OpenGL (i.e. doesn't implement a shader).  We can let
GPU-supporting GeglBuffers (meaning, buffers which can map tiles to
the GPU) allocate GPU memory first and fall back to returning normal
tiles when the allocation is unsuccessful.  This is, however, a greedy
approach and would prefer a better algorithm to decide whether or not
a tile should be mapped to the GPU.

> We need to talk upon the structure of the memory map.I also (not quiet sure)
> was thinking that since the we are implementing the two level
> parallelization so why not justcreate the memory map at the lowest level. I
> mean if I put a rectangle into a GPU then I would write information like all
> the tiles are in GPU instead of the rectangle in GPU. they can be grouped
> but i feelIn the unified memory the tiles must be written. It would be
> better if someone looks into this logic.

I'm not sure if I'm getting you right.  But I'm going to stab in the
dark, anyway.  :)  What about with rectangles that don't fall on
tile-boundaries?  By that, I mean that a certain rectangle may start
somewhere in the middle of the first row/column of tiles and/or end in
the middle of the last row/column of tiles, like so:

+-----+-----+-----+
|   +-+-----+--+  |
|   |R|RRRRR|RR|  |
+---+-+-----+--+--+
|   |R|RRRRR|RR|  |
|   |R|RRRRR|RR|  |
+---+-+-----+--+--+
|   |R|RRRRR|RR|  |
|   +-+-----+--+  |
+-----+-----+-----+

(the rectangle enclosing the Rs is the requested rectangle of pixels)


Kind regards,
Daerd
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