PDL's texture-ish interface would have to be based on already-unpacked image data, which would sidestep the question of overly tying the two together.
PDL doesn't really have a concept of GPUs at all at this time. That means it doesn't know about shaders, making "uniforms" a bit moot for the present time. It remains a project goal to gain such a concept (see https://github.com/PDLPorters/pdl/issues/349). An approach I think might be valuable is to mimic OpenCV in having a special kind of "Mat" (for us, ndarray) that's in GPU memory, together with ways to shift data between that and a CPU-type of object. It would also need a separated-out way of doing multi-processing, which is currently hardcoded as only POSIX threads (see also https://github.com/PDLPorters/pdl/issues/358).
In reply to Re^12: Creating X BitMap (XBM) images with directional gradients
by etj
in thread Creating X BitMap (XBM) images with directional gradients
by kcott
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