On Wednesday, 14 June 2017 at 05:43:01 UTC, Manu wrote:
See, I would have a very different conversation:

 N: DCompute
 M: Awesome, I've been waiting!

instead of:

 N: D-GPU
 M: What's that... is it, like, a rendering library?
 N: No, it's a 'compute' library.
 M: Ohhh, awesome! I've been waiting!

;)
Also "D-GPU" implies that it's only for GPUs. Granted, there's a lot of similarities (early 3D accelerators in arcade cabinets were often built from multiple DSPs, GPUs always have VLIW and FMA capabilities, FPGAs can function as either as DSP or GPU with limitations, etc), but we still need some distinction. Even CPUs have OpenCL capabilities (my good old Athlon 64 x2 supports up to 1.1).

Other than I'm planning to using DCompute to implement "GPU blitter" (as I couldn't find any hardware acceleration API for raster graphics besides the long obsolete DirectDraw), but I'm also thinking on if I could implement some physical modelling audio engine, that would compile reverberation in real time for a virtual room, enabling it to be used in games (game audio haven't advanced as much as graphics unfortunately).
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