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» OpenCL Programming Guide Heterogeneous Compute

By Aaftab Munshi, Benedict R Gaster, Timothy G. Mattson, James Fung, Dan Ginsburg. Addison-Wesley Professional; 1 edition (July 25, 2011). Understanding OpenCL’s core models, concepts, terminology, goals, and rationale. Discovering and preparing available resources. Programming with OpenCL C, its built-in functions, and runtime API. Using buffers, sub-buffers, images, samplers, and events. Sharing and synchronizing data with OpenGL and Microsoft’s Direct3D. Simplifying development with the C Wrapper API.

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» OpenCL Programming Guide Heterogeneous Compute | opencl-book.com Reviews
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By Aaftab Munshi, Benedict R Gaster, Timothy G. Mattson, James Fung, Dan Ginsburg. Addison-Wesley Professional; 1 edition (July 25, 2011). Understanding OpenCL’s core models, concepts, terminology, goals, and rationale. Discovering and preparing available resources. Programming with OpenCL C, its built-in functions, and runtime API. Using buffers, sub-buffers, images, samplers, and events. Sharing and synchronizing data with OpenGL and Microsoft’s Direct3D. Simplifying development with the C Wrapper API.
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» OpenCL Programming Guide Heterogeneous Compute | opencl-book.com Reviews

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By Aaftab Munshi, Benedict R Gaster, Timothy G. Mattson, James Fung, Dan Ginsburg. Addison-Wesley Professional; 1 edition (July 25, 2011). Understanding OpenCL’s core models, concepts, terminology, goals, and rationale. Discovering and preparing available resources. Programming with OpenCL C, its built-in functions, and runtime API. Using buffers, sub-buffers, images, samplers, and events. Sharing and synchronizing data with OpenGL and Microsoft’s Direct3D. Simplifying development with the C Wrapper API.

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By Aaftab Munshi, Benedict R Gaster, Timothy G. Mattson, James Fung, Dan Ginsburg. Addison-Wesley Professional; 1 edition (July 25, 2011). Understanding OpenCL’s core models, concepts, terminology, goals, and rationale. Discovering and preparing available resources. Programming with OpenCL C, its built-in functions, and runtime API. Using buffers, sub-buffers, images, samplers, and events. Sharing and synchronizing data with OpenGL and Microsoft’s Direct3D. Simplifying development with the C Wrapper API.

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