Is OpenGL ES 2.0 suitable for GPGPU?

This topic contains 4 replies, has 2 voices, and was last updated by  marco 5 years, 1 month ago.

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    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?


    Any reply?




    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 

    I don’t know how to map the 16-bit short values to Texture and then output a 
    16-bit short values.
    Can you explain it in more detail? I am a newbie in GL ES and GPGPU. It would
    be better if given some code snippet. 


    There is a similar method to pack a floating point value into the individual channels of a 32bit unsigned byte RGBA texture:

    You could adapt that code snippet to pack your values into two channels instead of four if that is enough precision for you.

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