Actually for studies and develop I’m using a laptop with APU(CPU/GPU) Atom IntelProcessor (X5-Z8350 x86_64 2GB Ram ~1GB Vram), don’t judge me, I would like to know if I should study and use OpenCL in my application, be it OpenGL, GL ES or Vulkan. Because for example, to use GPU in Blender 2.79 I need to enable OPENCL with command:
It might help others provide feedback if you describe your application and its needs.
If you need to do GPU compute work, then definitely consider OpenCL. Other cross-platform options include: 1) Vulkan compute shaders, 2) OpenGL compute shaders, and 3) OpenGL ES compute shaders.
I didn’t really understand some of the above, so I did a little websearching:
As it’s still quite experimental and there are quite a few features still missing, it’s only enabled for AMD gpus by default. It’s possible to “force” it to work on other opencl devices by setting the environment variable CYCLES_OPENCL_SPLIT_KERNEL_TEST=1
Oh, I didn’t want to bother, my example about Blender was if: if I need OpenCL to work with GPU on a renderer, would I also have to use it for my app, simple or not?
As you have said, it is better, yes, and thank you very much for the information!
About my app, it is just a 3d game. Thank you again for your attention!