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Сам модуль `OpenCLABC` - обёртка модуля `OpenCL`. Это значит, что внутри он использует | ||
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В списке устройств контекста могут быть только совместимые друг с другом устройства.\ | ||
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Обычно устройства получают статическим методом `Device.GetAllFor`: | ||
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Типы-простые_обёртки памяти OpenCL (`cl_mem`) рассмотрены в | ||
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.../Reference/CL ABC/2#KernelArg/2#Неуправляемая память (Native-)/2#NativeValue.md
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OpenCL это неуправляемая библиотека. Обычно можно заставить управляеммые типы данных работать с ней.\ | ||
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Packing/Reference/CL ABC/2#KernelArg/3#Память OpenCL (CL-)/1#CLArray.md
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Всё преимущество GPU над CPU состоит в выполнении одинаковой программы на рое из процессорных ядер.\ | ||
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Packing/Reference/CL ABC/2#KernelArg/3#Память OpenCL (CL-)/3#CLMemorySegment.md
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Packing/Reference/CL ABC/2#KernelArg/3#Память OpenCL (CL-)/4#CLMemorySubSegment.md
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Но кроме выделения памяти на GPU - OpenCL так же позволяет выделять память внутри другой области памяти.\ | ||
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...ередь [команд] (CommandQueue)/3#Создание очередей/01#Из объекта с коммандами.md
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OpenCL используется для передачи комманд в GPU. | ||
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...чередь [команд] (CommandQueue)/3#Создание очередей/02#Из готового результата.md
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Константы в любом контексте позволяют проводить особые оптимизации.\ | ||
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...ABC/2#Очередь [команд] (CommandQueue)/3#Создание очередей/03#С кодом для CPU.md
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Иногда между командами для GPU надо вставить выполнение обычного кода на CPU. | ||
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...едь [команд] (CommandQueue)/3#Создание очередей/04#Комбинируя другие очереди.md
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...Очередь [команд] (CommandQueue)/3#Создание очередей/05#Из повторения очереди.md
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~~В данный момент всё ещё не работает... Но уже совсем скоро, правда-правда!~~ | ||
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...#Очередь [команд] (CommandQueue)/3#Создание очередей/08#Из ожидания очередей.md
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...#Очередь [команд] (CommandQueue)/3#Создание очередей/09#Обработка исключений.md
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Для начала немного о распространении ошибок в очередях: | ||
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...BC/2#Очередь [команд] (CommandQueue)/3#Создание очередей/10#Не создавая явно.md
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Передавать команды по одной, когда их несколько - ужасно не эффективно!\ | ||
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В данной справке в нескольких местах можно встретить утверждения вроде | ||
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Packing/Reference/CL ABC/3#Оптимизация/Внутренности BeginInvoke.md
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Кроме самого выполнения очередей - им так же необходима инициализация и финализация. | ||
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<div class="page-base" id="page-select"> | ||
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`TODO` модуль `OpenGLABC` пока что не существует. Когда то он появится, но пока что есть только это сообщение. | ||
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Packing/Reference/Native Interop/0#Общие сведения/1#О неуправляемых .dll.md
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...eference/Native Interop/0#Общие сведения/2#Участие в разработке н.у. модулей.md
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Большинство функций из н.у. модулей требует какой-либо чистки. В основном потому что | ||
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# В кратце: | ||
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- Н.у. модули представляют весь возможный функционал из своих соответствующих .dll; | ||
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Packing/Reference/Native Interop/1#Основные принципы/11#Записи-имена.md
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Packing/Reference/Native Interop/1#Основные принципы/12#Записи-перечисления.md
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Многие параметры подпрограмм в исходных библиотеках принимают перечисления (enum'ы). | ||
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...eference/Native Interop/1#Основные принципы/13#Классы-контейнеры подпрограмм.md
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Все подпрограммы исходных библиотек можно разделить на подпрограммы ядра + множество мелких расширений. | ||
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...ng/Reference/Native Interop/1#Основные принципы/21#Особые типы модуля OpenGL.md
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Библиотека `OpenGL.dll` имеет несколько функций, принимающих | ||
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Packing/Reference/Native Interop/2#Маршлинг управляемых типов/.md
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Большинство проблем при использовании неуправляемых .dll вытекают из следующих 2 различий: | ||
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...Native Interop/2#Маршлинг управляемых типов/0#Тесты эффектов сборщика мусора.md
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Кроме удаления неиспользуемых экземпляров классов, сборщик мусора так же может произвольно | ||
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Packing/Reference/Native Interop/2#Маршлинг управляемых типов/1#var-параметры.md
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В .Net `var`-параметры реализованы через указатели. То есть эти 2 кода: | ||
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Packing/Reference/Native Interop/2#Маршлинг управляемых типов/2#Массивы.md
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В .Net массивы хранят не только содержимое, но и данные о своём размере. | ||
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Packing/Reference/Native Interop/2#Маршлинг управляемых типов/3#Строки.md
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Как и массивы - неуправляемые строки это указатель на первый символ строки.\ | ||
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Packing/Reference/Native Interop/2#Маршлинг управляемых типов/4#Делегаты.md
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Делегат - это адрес подпрограммы: | ||
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