Ideas from GPGPU Forums:
GPGPU forum
woody said:
"Interesting idea. I haven't come across anything on this theme so far, but it has a lot of benefits.
I'm not sure what sort of performance you can achieve, but you could certainly do off-line packet analysis (eg. snort) operations, or do something like encoding 100 or so packets in rows in a texture and processing this texture once a second. So long as the processing time isn't greater then once a second, you're still processing every packet.
There's likely to be a few problems with recording information between rendering passes (say for classification/detection), but with MRT and RenderTextures (espec. with the soon-to-be-supported EXT_framebuffer_object extension), these should be able to be sorted out with minor detriment to performance. "
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MRT (Mutliple Render to Texture):
RenderTexture:
EXT_framebuffer_object: