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I believe it's just Open GL, at least on Mac. You could try checking the info list provided in Help>System Info menu. Below is what I get
GL_RENDERER: AMD Radeon HD - FirePro D300 OpenGL Engine
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-1.51.8
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
Much thanx. That is good and useful. I note it's the FirePro D300, which has OpenCL 1.2 support. (I'm using integrated graphics, HD630 presently, so me doing that now is assured to not show OpenCL use as the card doesn't support it.)
So I'll surmise if I were to buy what I was considering, the recently released NVidia P4000 -- which I know is CUDA but also stated to support OpenCL 1.2 (how well is TBD and another concern, tho the one review I found with actual benchmark tests showed it was quite good) -- odds are super high I'd see a similar finding when doing what you instruct.
If I were to buy that, it would be more for VR, Pemier Pro and other programs, and not for good Lightroom acceleration.
Much thanx again,
This post is from one of the engineers responsible for imple,enting GPU in Lightroom GPU notes for Lightroom CC (2015) I expect improvements with time, but If you're hoping that the GPU will speed up Lr or make it more responsive overall then I suspect you'll be greatly disappointed.
Thanx. I know that thread well. It was not clear to me from that how Lightroom achieves that nominal acceleration. If it was clearly stated in there, I missed it and apologizes for rehashing something that annoys us all.
I'm a user of LR since version 2. Like most all (have you all read the version 6.10.1 announcement thread; lol, nothing but complaints it needs to be made faster), I have nothing but contempt for it for how painful processing has become with the combination of greater camera image resolution coupled with the continual slower and slower algorithms of the program in a search for what I'll call 'fidelity', to wrap-up all aspects of 'quality end result' in one word.
Dunno how this will go over in this forum, but anyone try Zoner Photo Studio? It does do 10-bit color in the equivalent to Lightroom's Develop module; which I do desire to make use of. Wonder how it's speed and fidelity is. Actually, I think I'm going to buy it and find out. EDIT: Strike that. Can only buy a 1 year license then program is disabled next year if I don't continually upgrade. Screw them and any company that licenses that way.