I want to run some C++ on my Laptop GPU with Windows 11. I saw in the Internet that I need the Intel OpenCL SDK. I tried to download it, but I got a warning that it's only recommended for Windows 10. I still continued with the installation, but i can't find all the C++ header files. Is that because I use Windows 11 or is there another reason for this?
I thought that the Download would contain all the OpenCL header files and so on.
You don't need the Intel OpenCL SDK for OpenCL development. All you need is the graphics driver, which probably is already present, and the OpenCL header files. For how to set it up in a Visual Studio Community project, see here; this works for Intel/AMD GPUs too, and on both Windows 10 and 11.
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I am trying to write Open CL programs in C++ using G++ compiler in Windows 10 but I am not able to find any SDK for my work.
Nvidia CUDA requires Visual Studio compilers to work and AMD AMP SDK seems to be discontinued saying that the libraries are included in the driver itself.
My PC has both AMD and Nvidia GPUs so any of the implementation should be fine with OpenCL. Can anyone suggest how can I carry on and also kindly clarify on how to use the libraries present in OpenCL driver in my C++ program as mentioned by AMD if possible?
Edit :
I found out that OpenCL libraries are already present in Windows as,
C:\Windows\System32\OpenCL.dll
We only need headers to compile our program using g++. It can be done as shown below.
Install OpenCL headers from below,
https://packages.msys2.org/package/mingw-w64-x86_64-opencl-headers
Once headers are present in include directory of MinGW64, I wrote my program normally and compiled the program using the below g++ command.
g++ main.cpp C:\Windows\System32\OpenCL.dll -o main.exe
And that's it. It worked !!!
http://arkanis.de/weblog/2014-11-25-minimal-opencl-development-on-windows was of great help to understand the OpenCL library implementation in Windows.
You don't need to install anything besides Visual Studio Community with the C++ compiler, and GPU drivers (these already contain the OpenCL runtimes).
For OpenCL development, you only need the OpenCL header files and the lib file. To setup Visual Studio, see here. This works for any OpenCL device, including Nvidia/AMD/Intel GPUs and even Intel CPUs if the CPU runtime is installed.
Alternatively, you can use my lightweight OpenCL-Wrapper. This comes with all Visual Studio settings already in the project file. OpenCL learning and developing with the wrapper is so much simpler than with the cumbersome OpenCL bindings directly.
I looked at intel web site and it sems that they replaced opencl aapplication development SDK with a new software that only support new HD graphic cards (5th generation).
My laptop has HD4400, where can I find Intel SDK for it?
I know that I can use any SDK, but I believe Intel one is pretty good for Opencl, as NVIDA is trying to force everybody to use CUDA which I am not interested to do.
I am developing on windows using visual studio 2013 and I like the Intel integrated tools for VS for opencl development.
You can use Starter Edition of OpenCL Code Builder from Intel, which should include the SDK. To be able to run you programs on the iGPU, you need to install the driver/runtime from https://software.intel.com/en-us/articles/opencl-drivers.
The dynamic HLSL shader linking feature is (perhaps intentionally) only available in DirectX 11.2 on Windows 8.1+ and I found this out a little late in the game. I'm not able to upgrade my dev box at this time but in the near future I may have access to a separate machine that does have Win8.1.
Is there a way I can compile (but not run) my project with DirectX 11.2 on my Windows 7 machine so I can get access to this feature?
If that is the only 11.2 feature you use you can actually both build and run it on Windows 7, since you are allowed to redistribute d3dcompiler_47.dll (which implements the linking entrypoints) with your application. Just install the 8.1 SDK on your Win7 machine, and you should end up with all the necessary files to build and run: d3dcompiler.lib, d3dcompiler.h, and d3dcompiler_47.dll. Note you can find the redistributable version of the dll under Windows Kits\8.1\Redist\D3D.
If you don't want to install the full SDK on your dev machine, you can install it somewhere else and just manually copy over the header and lib. In general it's a bad idea to mix and match SDK components but the HLSL compiler shouldn't have any cross-dependencies that would cause problems.
I want to write code in OpenGL using Visual Studio 2010 . Now on opening opengl.org , I am redirected to http://user.xmission.com/~nate/glut.html ; which presumes I am using WindowsXP and Visual Studio 6 . The instructions in this page http://user.xmission.com/~nate/glut/README-win32.txt dates back to 2001 , and not in current context .
Long story short, is there any tutorial which will help me to program with OpenGL in Windows 7 using Visual Studio 2010 .
Thanks in advance for taking the time to answer my question . I am new to this , so please bear with me.
OpenGL development under Window-7 is the very same as it has been for Windows-NT 4, Windows 2k and Windows XP. All the tutorials remain valid.
You do not require a OpenGL SDK. Everything you need ships with your compiler. OpenGL is not a library, but an API implemented by the drivers. So make sure you download and install the most recent drivers directly from your GPU's vendor's homepage (don't use the drivers shipping with Windows, because those have only very limited support for OpenGL).
Since you surely want to use recent OpenGL functionality you should however get the GLEW library, which eases up the loading process for the so called "extensions" by several orders of magnitude; highly recommended. Then instead of the regular OpenGL header you include GL/glew.h and call glewInit() right after an OpenGL context has been made active.
Instead of the old, outdated, no longer maintained GLUT, you should use FreeGLUT or OpenGLUT; if using GLUT at all, because you'll hit its limitations very soon. I recommend using GLFW instead.
First of all, configure your project to link with opengl32.lib etc.:
OpenGL config in Visual Studio 2010.
Look at some NeHe tutorials http://nehe.gamedev.net/.
What about Visual Studio 2010 and Windows 7 - I don't think there is some significant differences in API with previous versions of Visual Studio and Windows (at least for simple examples).
Also look at: OpenGL API Documentation Overview
i write a code and in this code i use graphics.h ,in borland c++ or visual I can't open and run it, now i want run this code ,and i have DOSBOX 0.72 , how open this code with DOSBOX?
my windows is 7 32bit
I see you're still trying to write and compile code that uses legacy and unsupported libraries...
At least you've discovered now that you aren't going to be able to do this natively in Windows 7, and have installed a DOS emulator. Now, you'll need to find and download a compiler that will run in that environment.
Since graphics.h is a proprietary Borland library, I recommend you use one of their compilers. The company who now owns Borland hosts an online museum of their vintage products that are free for download. Grab a copy of Turbo C 2.01 or Turbo C++ 1.01, load it on your DOSBOX, and marvel at the little piece of computer history you've unearthed.
Also, Turbo C 3.0 is available online from here, but I'm not sure this has been released to the public domain. I can't imagine anyone would really care, but legally and all, you're on your own.
But seriously, why not download Visual Studio C++ 2010 Express free from Microsoft and use a modern compiler instead? Sure you can't use graphics.h, but there have been a significant amount of developments made in computer graphics technology in the past 25+ years. A modern IDE will be much easier to use than the old Borland compilers, and the time you invest will actually be worth something.
May be download and install borland c++ 3.11 compiler and use graphic.h library (i'm use it 4 years ago).
I think that this compiler isn't ran in Win 7, but may be try.
You can use Virtual Box, with installing Win XP (borland c++ 3.1 100% work in WinXP).
The complete solution of running turbo C++ 3.0 in windows 7 is just disable graphics driver of your computer from device manager and use like windows Xp.
It will run turbo c++ in full screen as well as run graphics program in windows 7