Texture with Mipmaps

In the v2 release of C++ AMP through Visual Studio 2013, one of our main efforts were focused around extending the features of textures by supporting Texture Mipmaps. Introduction Mipmaps are the sequence of images that accompany the main texture image. Each dimension in subsequent image is half of the previous one. For example: 64×64…

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Online training course for C++ AMP by LearnNowPlus

We are pleased to announce the availability of a new training courses for C++ AMP. LearnNowPlus has developed a series of online courses that helps you learn about C++ AMP at your pace. The courses include C++ AMP: Parallelism and Management and C++ AMP: Memory Layout and Support. These courses are good for people who…


Support of 3-Component Textures

In Visual Studio 2012, C++ AMP introduced concurrency::graphics::texture data container and the support for three component texture formats was not provided in that release. In Visual Studio 2013, the support for the three component texture formats is included. Let’s dive deep down into those details.   Direct3D offers various data source formats for texel element….

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array_view without Data Source

In Visual Studio 2012, C++ AMP introduced concurrency::array_view as a primary interface to read and write multi-dimensional data across the CPU and GPU accelerators. The construction of array_view always required a data source like std::vector, concurrency::array etc. It could be either a CPU pointer or any data container that supports .data() and .size() methods ….

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Texture Copy Improvements in C++ AMP with Visual Studio 2013

C++ AMP in Visual Studio 2013 introduces a number of improvements to texture support. In this blog post, I will cover the improvements we have made over texture copy support in Visual Studio 2012. Texture copy support in C++ AMP was missing a few key features in Visual Studio 2012 compared to the copy support…

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