Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/28 11:56:44
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luv2increase fredbsd I had time to install driver, SDK, etc. Haven't had time to configure it all. The Linux binary distributed w/ that program did not work. I'll look into later. It's probably something simple. Thanks! Keep us updated on how it goes. Indeed!! and thanks for posting that ' insight from a compiler writers perspective' post. I think I needed it the worst! My tail is wagging higher again after reading that...
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chumbucket843
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Re:New OpenCL Ray Tracing App...
2009/12/28 13:49:48
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its the code, not the compiler. the ray tracer is memory bound for nvidia. nvidia architecture should handle branching and special functions better that ATi.
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/28 15:09:18
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Thanks for that tip too.
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/28 20:48:12
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chumbucket843 its the code, not the compiler. the ray tracer is memory bound for nvidia. nvidia architecture should handle branching and special functions better that ATi. Technically speaking...it's both. I just got in after a long day. I'll pick this up tomorrow morning. The binary distributed with this particular benchmark did not execute properly on OpenSuSE 11.1 64 bit. It's probably something minor...and I'm sure I'll find out why tomorrow. It does compile...but there's a problem somewhere from allowing it to execute properly. I also compiled the examples from Nvidia. They were, well, underwhelming to be honest.
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/28 21:36:44
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/29 17:24:52
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Well... After a few hours of mucking about with this...I have come to the conclusion I'd hold off on OpenCL until all these vendors can get their act together. In a word: it's a mess and still, imho, not ready for prime time (if it is really intended to be an open platform). I don't blame the companies who are adopting CUDA for their commercial undertakings. OpenCL has a long, long way to go imho. I can compile and run all the Nvidia demos (both CUDA and OpenCL). I even wrote my very own little 'hello world' app in OpenCL that works just fine. Technically, OpenCL is working on my Linux system just hunky dory. Hehe, getting that benchmark to work properly...well...yeah. hehe...haha...woo...eeee....hahaha....I'll probably do it just because...but man...I'll probably kick a few cats in the process.
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luv2increase
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Re:New OpenCL Ray Tracing App...
2009/12/29 17:30:04
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fredbsd Well... After a few hours of mucking about with this...I have come to the conclusion I'd hold off on OpenCL until all these vendors can get their act together. In a word: it's a mess and still, imho, not ready for prime time (if it is really intended to be an open platform). I don't blame the companies who are adopting CUDA for their commercial undertakings. OpenCL has a long, long way to go imho. I can compile and run all the Nvidia demos (both CUDA and OpenCL). I even wrote my very own little 'hello world' app in OpenCL that works just fine. Technically, OpenCL is working on my Linux system just hunky dory. Hehe, getting that benchmark to work properly...well...yeah. hehe...haha...woo...eeee....hahaha....I'll probably do it just because...but man...I'll probably kick a few cats in the process. My understanding is that programming for "parallel computing" is EXTREMELY difficult. Also, with OpenCL, it is even more so difficult than CUDA, but the performance is better. Maybe by the 2nd revision, they will have made it a little easier to program with.
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daviangel
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Re:New OpenCL Ray Tracing App...
2009/12/29 17:46:12
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fredbsd Well... After a few hours of mucking about with this...I have come to the conclusion I'd hold off on OpenCL until all these vendors can get their act together. In a word: it's a mess and still, imho, not ready for prime time (if it is really intended to be an open platform). I don't blame the companies who are adopting CUDA for their commercial undertakings. OpenCL has a long, long way to go imho. I can compile and run all the Nvidia demos (both CUDA and OpenCL). I even wrote my very own little 'hello world' app in OpenCL that works just fine. Technically, OpenCL is working on my Linux system just hunky dory. Hehe, getting that benchmark to work properly...well...yeah. hehe...haha...woo...eeee....hahaha....I'll probably do it just because...but man...I'll probably kick a few cats in the process. Well I'm all for more OpenCL apps and benchmarks because then I can test them out on my Mac mini. Snow Leopard ships out of the box with a working OpenCL driver so you don't have to jump through hoops and all that like you do with Windows, Linux, etc to get started. I played around with the Nvidia OpenCL samples on my Mac and it was pretty easy to do since they already had the makefiles to build the executables, etc ready to go.
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/29 18:37:15
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It's working. Just another stupid idiotic miscommunication from Nvidia. They have their 'beta' OpenCL driver, SDK, and toolkit out...but of course that's buried somewhere other than their official website which seems to have their own set of problems. Seems to have fixed the loading issue I was having. The beta 195 driver on Linux kinda...well...sucks to be honest. More later. I'm getting similar results to Talon but I am using a 260 192 card on a stock E8500. Something is a bit odd...I think there's a flag we gotta switch somewhere when running this thing. I'll be back later. And Dave, all the examples (both CUDA and OpenCL) provided by Nvidia compiled and ran just fine. I just needed to upgrade to the 195 driver (beta) for this app to work...although I have to no update all my OpenCL and Cuda stuff as well..../grrrrr
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/29 18:44:59
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luv2increase My understanding is that programming for "parallel computing" is EXTREMELY difficult. Also, with OpenCL, it is even more so difficult than CUDA, but the performance is better. Maybe by the 2nd revision, they will have made it a little easier to program with. CUDA's performance is better than OpenCL I believe. CUDA is more developed, and a Nvidia GPU's native language.
post edited by Talonman - 2009/12/29 18:51:35
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/29 18:50:24
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fredbsd It's working. (Snip...) I just love that your messing around with this... Looking forward to anything you might find of interest... Considering this is our latest combined data, with the XS link in the OP: DosDuoNo ----------- GTX 260 --- Sample/sec --- 1,093.2K Chumbucket843 ---- GTX 260 --- Sample/sec --- 1,123.2K Talonman ---------- 1/2 a 295 --- Sample/sec --- 1,159.2K NovoRei --------------- 4870 ------ Sample/sec --- 5,616.1K PyrO ------------- 1/2 a 4870X2 -- Sample/sec --- 5,796.2K mattkosem ----------- 4890 ------ Sample/sec --- 6,751.6K fellix bg --------------- 5870 ------ Sample/sec -- 13,719.6K luv2increase --------- 5870 ------ Sample/sec -- 14,883.7K Making note that in both Pat's OpenCL test, and this test, Nvidia guys have high CPU utilization, and the fact that Nvidia doesn't support OpenCL on the CPU, it can only be unhealthy activity. Most Probable Cause: Unoptimized code for Nvidia GPU's, causing unwanted performance sucking memory paging, from GPU to PC. fredbsd I'm getting similar results to Talon but I am using a 260 192 card on a stock E8500. Something is a bit odd...I think there's a flag we gotta switch somewhere when running this thing. I'll be back later. Say what?? A magic switch would be fun...
post edited by Talonman - 2009/12/29 20:41:08
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Via Sin Dios
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Re:New OpenCL Ray Tracing App...
2009/12/29 19:24:39
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yes i really think you should get a BR for this , if anything deserves it thats what being an enthusiast is about :]
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/29 20:44:16
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Well, okay...here's where I'm at...I've put the project code into the Nvidia SDK and am now using the Nvidia makefile template to build the app. Sometime this week I'll actually spend some time analyzing what is going on with this app and why it has such horrible performance w/ the Nvidia OpenCL implementation. Something doesn't quite add up...but we'll figure it out in due time. Here's where I'm at atm. As you can see, I'm getting roughly the same performance as the other Nvidia cards here. My rig isn't overclocked atm (testing stuff on BSD so I have to turn off all the fun) and this app is using a crapload of CPU cycles which of course makes zero sense all thing considered. Meh...we'll get to the bottom of it :P
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/29 21:03:15
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Outstanding... Take your time... You will get us an answer.
post edited by Talonman - 2009/12/30 17:54:02
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/30 09:01:06
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I just spotted this post: http://forums.nvidia.com/.dex.php?showtopic=154710 'vu64' date='Dec 30 2009, 03:59 AM' post='972523' When I run the OpenCL Nbody demo, it fully utilize one core of my Core 2 Quad Machine. Why does a GPU application takes up CPU resources ? '_Big_Mac_' date='Dec 30 2009, 10:24 AM' post='972661' This is because Nbody uses alternating memory buffers that are being updated with blocking enabled. It constantly copies data to and from device to integrate and draw. Blocking copy causes the issuing thread to wait and it's a spinlock wait, not a sleep wait. I figured we might be seeing the same thing? What the post doesn't say is if there is a better way to handle that. (Or if it does, it's beyond my understanding!)
post edited by Talonman - 2009/12/30 09:11:10
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/30 12:23:03
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Talonman I just spotted this post: http://forums.nvidia.com/.dex.php?showtopic=154710 'vu64' date='Dec 30 2009, 03:59 AM' post='972523' When I run the OpenCL Nbody demo, it fully utilize one core of my Core 2 Quad Machine. Why does a GPU application takes up CPU resources ? '_Big_Mac_' date='Dec 30 2009, 10:24 AM' post='972661' This is because Nbody uses alternating memory buffers that are being updated with blocking enabled. It constantly copies data to and from device to integrate and draw. Blocking copy causes the issuing thread to wait and it's a spinlock wait, not a sleep wait. I figured we might be seeing the same thing? What the post doesn't say is if there is a better way to handle that. (Or if it does, it's beyond my understanding!) Thanks...I was on to that through some trial an error but it did give me the 'push' I needed to try something different.... So...here's the results...thus far of course...I have to figure out how to re-do the memory allocation in the code to get things to display. You're not going to see a pretty picture. But, what you will see is the card is doing all the calculations (note the temp of the card..it's 54 C). Moreover, there is no CPU utilization. Check a look at the through put on that window...of course that's going to go down quite a bit when we actually have to look at something...but meh...it's a start. I'm learning as I go so I hope you have some patience ;>). This is going to take some time :P Essentially, I just told the program not to use any memory pointers outside the card (at least that's what I think I did...:P).
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/30 12:37:05
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Bah...no luck....back to the drawing board....:P
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/30 17:41:24
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That's OK!! Just make it your 'little hobby', for when you think you need something to dwell on. I am impressed with how far you have gotten so far. If you can also figure out how to make it use more than 1 GPU, that would be fun too. Ray Tracing could use the extra HP well.
post edited by Talonman - 2009/12/30 17:54:21
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/31 10:51:33
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Any ATI guy feel like lending me a hand? (Luv, get on it...:P) I need someone who can compile and run this http://www-graphics.stanf...l/notes/clInfo.c on their platform. NOTE: in that program you need to change two lines. Line 387: From: deviceList = malloc(numDevices * sizeof(cl_device_id)); To: deviceList = (cl_device_id *)malloc(numDevices * sizeof(cl_device_id)); Line 423: From: platformList = malloc(sizeof(cl_platform_id) * numPlatforms); To: platformList = (cl_platform_id *)malloc(sizeof(cl_platform_id) * numPlatforms); GCC will spit it right back at you if you don't make the explicit conversion. I'm not sure about MS. I would like to see what information is given back from ATI platforms. edit: that link is busted...so...hrmm....try this
post edited by fredbsd - 2009/12/31 13:05:51
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/31 11:03:37
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Do it... Do it...
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/31 15:54:26
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Hrmmmm....no volunteers from the Red Camp? I'll bake cookies!
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/31 16:19:25
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I guess the key is can you get better performance on Nvidia systems, than what we are currently seeing... Do we really need them? :)
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fredbsd
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Re:New OpenCL Ray Tracing App...
2009/12/31 16:23:01
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Talonman I guess the key is can you get better performance on Nvidia systems, than what we are currently seeing... Do we really need them? :) Hehe...well...it would be helpful. I suppose I can have a buddy do it for me. I just felt like keeping in house here ;>).
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Talonman
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Re:New OpenCL Ray Tracing App...
2009/12/31 16:36:49
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No problem...
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TheCrazyCanuck
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Re:New OpenCL Ray Tracing App...
2009/12/31 19:37:06
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Talonman luv2increase My understanding is that programming for "parallel computing" is EXTREMELY difficult. Also, with OpenCL, it is even more so difficult than CUDA, but the performance is better. Maybe by the 2nd revision, they will have made it a little easier to program with. CUDA's performance is better than OpenCL I believe. CUDA is more developed, and a Nvidia GPU's native language. Accessing CUDA directly will be faster since it's "close to metal". The same goes if you the ATI equivalents to access the hardware. The idea with OpenCL is that the API is the same for ATI, Nvidia, etc... and the layers below (CUDA, Brooke, etc...) handle the hand off to the hardware. That way the application at the top of the stack doesn't need talk to the hardware using different APIs depending on the vendor used. These different GPGPU APIs have held back general purpose programming on the GPU which OpenCL will hopefully resolve.
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Talonman
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Re:New OpenCL Ray Tracing App...
2010/01/01 01:07:19
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Thanks... It is a shame that OpenCL code will have to be optimized for each GPU vendor. I think that is the reason for the performance difference that we are seeing in this OpenCL app. One OpenCL code is not best for all GPU brands. It appears it will always favor one or the other. I guess it's the curse of GPU programming... It will be easy to not use the GPU to it's max potential, if you have lots of GPU to PC memory transfers going on.
post edited by Talonman - 2010/01/01 01:09:54
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fredbsd
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Re:New OpenCL Ray Tracing App...
2010/01/01 08:56:48
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Talonman Thanks... It is a shame that OpenCL code will have to be optimized for each GPU vendor. I think that is the reason for the performance difference that we are seeing in this OpenCL app. One OpenCL code is not best for all GPU brands. It appears it will always favor one or the other. I guess it's the curse of GPU programming... It will be easy to not use the GPU to it's max potential, if you have lots of GPU to PC memory transfers going on. Patience mate. This is a very 'new' platform (OpenCL). There's going to be hiccups along the way and certainly some issues that show up. After mucking about with it, I can see it's potential. That particular application uses data structures and algorithms not well suited for GPU computing (yet the ATI compiler can handle it no problem which speaks volumes how far ATI has come with their compiler). Nvidia, imho, will eventually 'fix' their implementation. Yep, I think it's kinda borked atm. What I'd like to see in OpenCL: 1. more language bindings (C++, Java, etc.) 2. a workable profiler (Nvidia's segfaults on OpenSuSE...I was too lazy to try figure out a workaround) 3. more involvement from large corporations (Sun, IBM, et al.). Probably won't happen soon, but eventually they will all hop on board and start developing tools. Many of the 'big guys' helped write the spec. I'd like to see them start making tools as well. 4. This is up to Nvidia/ATI/et al and is more of a personal preference: ffs, make it more cross platform. Would be nice to work on this in Solaris or BSD as I am far more comfortable on those platforms (and there's quite a few who feel the same exact way). Right now it's limited to Mac, Windows, and Linux. Pipe dream imho. The only one I see even having a remote chance of doing it would be Nvidia as they already support FreeBSD and Solaris. They don't, however, currently support either CUDA or OpenCL on other *nix platforms. I felt 'dirty' working under Linux :P In short, OpenCL is quite immature at this point. In time, however, I think you'll see a lot of these teething pains go away. When Java was released...there were quite a few 'issues' between platforms. I'll get back to that thing sometime this weekend. Still looking for someone from the red camp to run that program and return the results. It's not important but it would be helpful.
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Talonman
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Re:New OpenCL Ray Tracing App...
2010/01/01 09:41:37
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fredbsd
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Re:New OpenCL Ray Tracing App...
2010/01/01 10:26:54
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"BSD is what you get when a bunch of Unix hackers sit down to try to port a Unix system to the PC. Linux is what you get when a bunch of PC hackers sit down and try to write a Unix system for the PC."
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luv2increase
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Re:New OpenCL Ray Tracing App...
2010/01/01 10:36:00
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fredbsd Any ATI guy feel like lending me a hand? (Luv, get on it...:P) I need someone who can compile and run this http://www-graphics.stanf...l/notes/clInfo.c on their platform. NOTE: in that program you need to change two lines. Line 387: From: deviceList = malloc(numDevices * sizeof(cl_device_id)); To: deviceList = (cl_device_id *)malloc(numDevices * sizeof(cl_device_id)); Line 423: From: platformList = malloc(sizeof(cl_platform_id) * numPlatforms); To: platformList = (cl_platform_id *)malloc(sizeof(cl_platform_id) * numPlatforms); GCC will spit it right back at you if you don't make the explicit conversion. I'm not sure about MS. I would like to see what information is given back from ATI platforms. edit: that link is busted...so...hrmm....try this Alright, I just downloaded the beta of Visual Studio 2010. I will see what I can do with this.
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