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Topics - JeGX

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1
3D-Tech News Around The Web / Vulkan SDK 1.0.57 released
« on: August 11, 2017, 06:25:10 PM »
Quote
Released: August 10, 2017

This new Vulkan SDK release includes the following updates:

    A new Device Simulation Layer that allows JSON configuration of device-reported limits and capabilities
    New options in spirv-opt to reduce SPIR-V binary size
    New Vulkan extensions introduced since the 1.0.54 SDK:
        VK_EXT_depth_range_unrestricted
        VK_KHR_relaxed_block_layout
        VK_AMD_mixed_attachment_samples
        VK_EXT_post_depth_coverage
    Updates to loader, layers, and documents to reflect new extensions and changes defined in Vulkan version 1.0.57.0
    Scores of bug fixes and validation coverage improvements

More details are available here:
https://vulkan.lunarg.com/doc/sdk/1.0.57.0/windows/release_notes-1.0.html

Downloads:
https://vulkan.lunarg.com/


2
3D-Tech News Around The Web / vkDOOM3: Vulkan renderer for DOOM 3
« on: August 11, 2017, 02:59:18 PM »
Quote
vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, Pipelines, etc.

NOTE: For those just wanting to dive straight into the Vulkan code you can find it here... neo/renderer/Vulkan. Also you can just search for ID_VULKAN.

Link: https://github.com/DustinHLand/vkDOOM3

3
3D-Tech News Around The Web / GLEW 2.1.0 with OpenGL 4.6 support
« on: August 01, 2017, 03:24:49 PM »
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris.

Quote
[07-31-17] GLEW 2.1.0 adds support for OpenGL 4.6, new extensions and minor bug fixes

Link: http://glew.sourceforge.net/

4
Geeks3D's GPU Tools / GPU Caps Viewer 1.36.x released
« on: August 01, 2017, 01:39:28 PM »
GPU Caps Viewer 1.36.0.0 is available with OpenGL 4.6 support.

More information and downloads:
http://www.geeks3d.com/20170801/gpu-caps-viewer-1-36-x-released-with-opengl-4-6-support/


5
Quote
Windows driver version 382.88 and Linux drivers version 381.26.11 provide beta support for OpenGL 4.6 and GLSL 4.60 on capable hardware.

Link: https://developer.nvidia.com/opengl-driver

More info about OpenGL 4.6:
http://www.geeks3d.com/20170731/opengl-4-6-specifications-released-spir-v-shaders-supported/

6
3D-Tech News Around The Web / OpenGL 4.6 specifications released
« on: July 31, 2017, 03:18:12 PM »
OpenGL celebrates 25th anniversary with 4.6 release adding 11 ARB and EXT extensions into the core specification.

Link: http://www.geeks3d.com/20170731/opengl-4-6-specifications-released-spir-v-shaders-supported/



7



Intel Core i9 7900X price: USD $999




8
3D-Tech News Around The Web / 3DMark Serra (new benchmark?)
« on: July 31, 2017, 10:41:09 AM »
Found this picture in one the Radeon RX Vega 64 articles:



9
Quote
We're excited to announce that in Windows 10 Fall Creators Update (FCU) due to ship in fall 2017, Windows Subsystem for Linux (WSL) will no longer be a beta feature and will become a fully supported Windows feature. Early adopters on the Windows Insider program will notice that WSL is no longer marked as a beta feature as of Insider build 16251.

This will be great news for those who've held-back from employing WSL as a mainline toolset: You'll now be able to leverage WSL as a day-to-day developer toolset, and become ever more productive when building, testing, deploying, and managing your apps and systems on Windows 10.

Link:
- https://blogs.msdn.microsoft.com/commandline/2017/07/28/windows-subsystem-for-linux-out-of-beta/



10
Quote
The content is running real time in 4K, the frame rate depends on the use of settings and with some optimization can run very fast on a single Titan or 1080TI (around 45 or perhaps I can hit 60). In SLI it is no problems to hit 60, so is playing it HD on regular cards. I am making use of Unreal engine and Nvidia's VXGI solution for real time lighting.

Youtube video: https://www.youtube.com/watch?v=bXouFfqSfxg

The setup used to render this demo:
- Dual GTX 1080 Ti in SLI
- Intel Core i7 5960X
- Asus X99-E WS
- Corsair 64GB DDR4 2400MHz
- Acer 28" Predator XB281HK G-Sync 4K


More information and high resolution screenshots: http://overview.artbyrens.com








11
Geeks3D's GPU Tools / GPU Caps Viewer 1.35.x released
« on: July 28, 2017, 02:11:53 PM »
GPU Caps Viewer 1.35.0.1 is available.

More information and downloads links:
http://www.geeks3d.com/20170728/gpu-caps-viewer-1-35-x-released/



12
The Radeon GPU Profiler (RGP) is a ground-breaking low-level optimization tool from AMD.  It provides detailed timing information on Radeon Graphics using custom, built-in, hardware thread-tracing, allowing the developer deep inspection of GPU workloads.

This unique tool generates easy to understand visualizations of how your DirectX®12 and Vulkan® games interact with the GPU at the hardware level. Profiling a game is both a quick, and simple process using the Radeon Developer Panel and the public Crimson driver.

Supported GPUs:
- AMD Radeon R9 Fury and Nano series 
- AMD Radeon RX 400, RX 500 series

Links:
- Radeon-GPUProfiler @ github
- Radeon GPU Profiler DOWNLOADS


13
3D-Tech News Around The Web / Where do I start graphics programming?
« on: July 28, 2017, 08:21:44 AM »
Quote
Sometimes I get this question. And since it happens frequent enough, I decided I should write it publicly so that others can benefit, and also so I don’t have to repeat myself every time

In case you don’t know me, I’m self taught. I started doing graphics programming at age 14. My first experience was Visual C++ 6.0 and dived straight into C, C++ and assembly and came out just fine. The basics I learnt by reading a random PDF I found back then “Aprenda C++ como si estuviera en primero” (in Spanish) which was a very simple introduction to the language in 87 pages. What a variable is, what an enum is. How to do basic hello world.

Then I learnt a lot by trial and error. I started with several open source Glide Wrappers which were popular at the time. I used the debugger a lot to see line by line how the variables evolved. I would often remove some snippet of code to see what would happen if I took it out. I also played a lot with XviD’s source code.

Back then I had the DirectX SDK 7.0 samples and documentation to play with and I learnt a lot from it. In particular, Mathematics of Direct3D lighting fascinated me. I ended up writing my own TnL C library written in SSE assembly. It wasn’t very useful and I haven’t really updated it in more than a decade, but it helped a lot paving my foundations for when I came into contact with Vertex & Pixel Shaders. I was shocked that what took me an entire summer vacation and lots of assembly instructions (e.g. a matrix multiplication) could be done in one line of vertex shader code.

...

Link: http://www.yosoygames.com.ar/wp/2017/07/where-do-i-start-graphics-programming/

14
3D-Tech News Around The Web / Vulkan Synchronization Examples
« on: July 28, 2017, 08:19:24 AM »
Lot of synchronization examples are available here:

https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples

Quote
Synchronization in Vulkan can be confusing. It takes a lot of time to understand, and even then it's easy to trip up on small details. Most common use of Vulkan synchronization can be boiled down to a handful of use cases though, and this page lists a number of examples. May expand this in future to include other questions about synchronization.


Swapchain Image Acquire and Present:
Code: [Select]
VkAttachmentReference attachmentReference = {
    .attachment = 0,
    .layout     = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};

// Subpass containing first draw
VkSubpassDescription subpass = {
    ...
    .colorAttachmentCount = 1,
    .pColorAttachments = &attachmentReference,
    ...};

/* Only need a dependency coming in to ensure that the first
   layout transition happens at the right time.
   Second external dependency is implied by having a different
   finalLayout and subpass layout. */
VkSubpassDependency dependency = {
    .srcSubpass = VK_SUBPASS_EXTERNAL,
    .dstSubpass = 0,
    .srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .srcAccessMask = 0,
    .dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
    .dependencyFlags = 0};

VkAttachmentDescription attachmentDescription = {
    ...
    .loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
    ...
    .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
    .finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};

VkRenderPassCreateInfo renderPassCreateInfo = {
    ...
    .attachmentCount = 1,
    .pAttachments    = &attachmentDescription,
    .subpassCount    = 1,
    .pSubpasses      = &subpass,
    .dependencyCount = 1,
    .pDependencies   = &dependency};

vkCreateRenderPass(...);

...

vkAcquireNextImageKHR(
    ...
    acquireSemaphore,   //semaphore
    ...
    &imageIndex);       //image index

VkPipelineStageFlags waitDstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;

VkSubmitInfo submitInfo = {
    ...
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &acquireSemaphore,
    .pWaitDstStageMask = &waitDstStageMask,
    ...
    .signalSemaphoreCount = 1,
    .pSignalSemaphores = &graphicsSemaphore};

vkQueueSubmit(..., &submitInfo, ...);

VkPresentInfoKHR presentInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &graphicsSemaphore,
    ...};

vkQueuePresentKHR(..., &presentInfo);

15
3D-Tech News Around The Web / Linux Graphics Demystified
« on: July 26, 2017, 07:16:53 PM »
A 49-page PDF about graphics on Linux is available here:
https://keyj.emphy.de/files/linuxgraphics_en.pdf



16
GeeXLab - english forum / New way to live-code a GLSL shader
« on: June 18, 2017, 04:46:22 PM »
GeeXLab 0.16+ comes with a new and cross-platform way to live code GLSL shaders:

http://www.geeks3d.com/hacklab/20170618/new-way-to-live-code-glsl-shaders-in-geexlab-0-16/



17
GeeXLab - english forum / GeeXLab 0.16.x released
« on: June 18, 2017, 04:41:43 PM »
A new version of GeeXLab is available for Windows 64-bit and Linux 64-bit.

Release highlights:
http://www.geeks3d.com/hacklab/20170618/geexlab-0-16-0-2-released-for-windows-and-linux-64-bit/

Quote
Version 0.16.0.2 - 2017.06.17
-----------------------------
+ added a new command line param to select the GPU for Vulkan (or Direct3D 12)
  demos: /gpu_index=x
! [WINDOWS] Vulkan plugin recompiled with latest Vulkan API headers (v1.0.51).
- [WINDOWS] removed from Tools menu entries related to network live updaters.
  Network live updaters tools are still available but in the nettools/ folder.
! [WINDOWS] GPU Shark utility moved to gpushark/ sub-folder. For some very
  obscure reasons, GPU Shark utility no longer works in the root
  folder of GeeXLab. But it works fine from the sub folder gpushark/.
* fixed a minor bug in the Lua kx framework for Vulkan.
+ added support of live-coding of GLSL shaders by editing the source
  code of a shader with any text editor.
+ added delay between two reloads of script files for live-coding of scripts.
! improved the performance of the Vulkan renderer.
! improved the support of AMD GPUs in the Vulkan renderer.
* fixed a bug in the Vulkan renderer in the creation of swapchain that led
  to a crash on NVIDIA GPUs.
+ added an automatic call to wait_for_gpu after all INIT scripts.
  Usefull with Vulkan or Direct3D 12 renderers.
+ added support of render targets in the Vulkan renderer.
! updated gh_texture.create_2d_from_rt() internals.
! [WINDOWS] updated the GPU monitoring plugin with NVIDIA GeForce GT 1030.

18
Boost.Compute is a GPU/parallel-computing library for C++ based on OpenCL.

The core library is a thin C++ wrapper over the OpenCL API and provides access to compute devices, contexts, command queues and memory buffers.

On top of the core library is a generic, STL-like interface providing common algorithms (e.g. transform(), accumulate(), sort()) along with common containers (e.g. vector<T>, flat_set<T>). It also features a number of extensions including parallel-computing algorithms (e.g. exclusive_scan(), scatter(), reduce()) and a number of fancy iterators (e.g. transform_iterator<>, permutation_iterator<>, zip_iterator<>).

Links:
- https://github.com/boostorg/compute/
- http://boostorg.github.io/compute/


The development branch brings the full support of OpenCL 2.1:
https://github.com/boostorg/compute/tree/develop



Code sample:
Code: [Select]
#include <vector>
#include <algorithm>
#include <boost/compute.hpp>

namespace compute = boost::compute;

int main()
{
    // get the default compute device
    compute::device gpu = compute::system::default_device();

    // create a compute context and command queue
    compute::context ctx(gpu);
    compute::command_queue queue(ctx, gpu);

    // generate random numbers on the host
    std::vector<float> host_vector(1000000);
    std::generate(host_vector.begin(), host_vector.end(), rand);

    // create vector on the device
    compute::vector<float> device_vector(1000000, ctx);

    // copy data to the device
    compute::copy(
        host_vector.begin(), host_vector.end(), device_vector.begin(), queue
    );

    // sort data on the device
    compute::sort(
        device_vector.begin(), device_vector.end(), queue
    );

    // copy data back to the host
    compute::copy(
        device_vector.begin(), device_vector.end(), host_vector.begin(), queue
    );

    return 0;
}

19
Samsung has unveiled the CHG90, the first 49-inch gaming monitor.

Main features:

- Resolution of 3840x1080 (DFHD or Double FullHD)
- AMD’s new Radeon FreeSync 2 technology
- High Dynamic Range (HDR) picture enhancement technology
- QLED Quantum Dot technology
- supports 125 percent of the sRGB color space
- ultra-wide 178-degree viewing angle

The 49-inch CHG90 is now available for pre-order on Amazon.com and at local Micro Center retail stores for $1499.

The complete press-release is available HERE.



20
Quote
Provides the optimal gaming experience for DiRT 4 and Nex Machina

Desktop downloads
- win10 x64
- win10 x32
- win7 / win8 x64
- win7 / win8 x32

Notebook downloads
- win10 x64
- win10 x32
- win7 / win8 x64
- win7 / win8 x32





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