I am trying to write a simple GPGPU benchmark. To load the data into vertex buffer array, do some computation in the vertex shader, and read the data back. Is it possible? I am planning to run this on SGX GPUs.
Is there any way to do that? I dont want it to go through the transformation, clipping, Tiling phases, and pixel processing. that incurs additional overhead, and changes my data.
can I read back the data and examine it in the CPU? is there anyway in opengl es?
I can do the computations in pixel shader aswell, by sending data through a texture and multiplying with some constants and writing it to another frame buffer. but how do I get it back? i dont really want to present it to the screen. is there anyway to do that? can somebody point me to some tutorials if available?