Hello everyone, I have already corresponded with Nicolas (thanks) and was able to fix a general overview of what I should do to implement OpenGL GPU resampling in GEGL or something similar. The following is my general plan of action for this topic: (1) Extend the current GeglBuffer implementation to store a copy of "some" image sub-buffers/mipmaps in volatile GPU memory (textures, VBOs). The image data in the GPU memory will be potentially accelerated as they are already cached in the GPU as opposed to the ones that are stored in primary memory. (2) Implement some resamplers using pixel shaders that operate on cached image data on the GPU memory. I might as well start with the suggested hardware bilinear sampler to get a feel with how to integrate shaders with GEGL and proceed to more complicated resamplers (nohalo, snohalo, etc.). The above-mentioned plan is a huge simplification. I will come back with more details as I dig through OpenGL, GPGPU and GEGL's internals. Also, if you have anything to say, please feel free to react. I am still learning the intricacies of OpenGL and GEGL and would very much appreciate your input. Furthermore, Nicolas expressed that instead of resamplers, I could implement other things. I elected that that "other thing" could be GeglOperations. Some GeglOperations could be accelerated through shaders. So instead of doing point no. 2 above, I could implement one or two GeglOperations through shaders instead. GEGL gurus, do you think this is at all feasible? Am I misunderstanding anything? Kind regards, Daerd jersonperpetua at gmail dot com _______________________________________________ Gimp-developer mailing list Gimp-developer@xxxxxxxxxxxxxxxxxxxxxx https://lists.XCF.Berkeley.EDU/mailman/listinfo/gimp-developer