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OpenCL Plugin for the Unreal Engine
License: MIT License
This project forked from kwonoh/opencl.uplugin
OpenCL Plugin for the Unreal Engine
License: MIT License
Basic enum with Khronos OpenCL 1.2 headers
NVIDIA CUDAcl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts cl_nv_create_buffer
Experimental OpenCL 2.1 CPU Only Platformcl_khr_icd cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_byte_addressable_store cl_khr_depth_images cl_khr_3d_image_writes cl_intel_exec_by_local_thread cl_khr_spir cl_khr_dx9_media_sharing cl_intel_dx9_media_sharing cl_khr_d3d11_sharing cl_khr_gl_sharing cl_khr_fp64 cl_khr_image2d_from_buffer
It appears both support it to some extent. note on nvidia: https://www.khronos.org/registry/OpenCL/extensions/nv/cl_nv_d3d11_sharing.txt
This plugin could be very useful for UE5 too.
Any chance it will get updated?
In order to be able to pass customized input/output data to your cl kernels, we need a way to specify these inputs and bind this data in blueprints.
Consider being able to pass in textures, float arrays, int arrays, vector arrays etc. Most likely setup is using TArray as intermediary cast.
It looks like dev for this stopped like a year ago, but I think this looks pretty interesting to play with! I'm using Unreal Engine 4.20 and its automatic rebuild of the project failed. I'm not well-versed with editing anything that would be necessary for doing that. Is it possible to make and push the necessary changes or provide the details for me to try myself and make a pull request?
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