@rygorous Always global is already awkward; but (for me anyway) anything internally multi-pass ends up with arrays like "buf1", "buf2" etc.
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Replying to @cmuratori
@cmuratori No idea about CUDA, I never used it. (Thinking about it, I think the last time I had an NVidia card was a Geforce *1*).1 reply 0 retweets 0 likes -
Replying to @cmuratori
@rygorous Like maybe the compiler did something stupid, and there's no way for me to help it, or I just can't figure out how to tell it.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori CS perf takes a very steep nosedive once the number of warps/wavefronts on a single compute unit goes below a certain number.1 reply 0 retweets 0 likes -
Replying to @rygorous
@cmuratori Which happens when you have too many live regs, use too much shared mem, or have too few instances running.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@rygorous The OpenGL specs are... well they are certainly INTERESTING, shall we say, as to what they do and do not choose to mention where.1 reply 0 retweets 0 likes
@rygorous Once I have more experience with it I'm sure it won't be a problem, but at the outset it's a bit maddening...
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Replying to @cmuratori
@rygorous ... since I know what I'm trying to get the thing to do but I don't know exactly how to tell it to do it ;P0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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