Home › Forums › PowerVR Insider Graphics › Is OpenGL ES 2.0 suitable for GPGPU?
This topic contains 4 replies, has 2 voices, and was last updated by marco 4 years, 11 months ago.
I want to utilize SGX540 to do GPGPU like linear algebra. The data I need to compute is short type that I cannot map it to texture. Can anyone give me some hints?
do you need to output 16 bit short values from a fragment shader?You could pack the individual bytes into the channels of a texture.
Yes, I need to do computation on 16-bit short values in fragment shader. But
There is a similar method to pack a floating point value into the individual channels of a 32bit unsigned byte RGBA texture:http://stackoverflow.com/questions/9882716/packing-float-into-vec4-how-does-this-code-work
You could adapt that code snippet to pack your values into two channels instead of four if that is enough precision for you.