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Messages - JeGX

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Imagination is a promoting member of the Khronos Group and has been working on developing a proof-of-concept driver for Vulkan for our PowerVR Rogue GPUs. Our PowerVR demo team has also spent the last two months porting one of our new OpenGL ES 3.0 demos to the new API and today we are able to show you a snapshot of our work.


For example, there are no glUniform*() equivalent entry points in Vulkan; instead, writing to GPU memory is the only way to pass data to shaders.


Command buffers can be created on a different thread to the thread they are submitted on. This means rendering commands could be created on all cores of a CPU.


When you call glTexStorage2D() in OpenGL, the driver has to allocate memory for a two-dimensional or one-dimensional array texture. The function and the memory allocation process represent a black box.

In Vulkan however, the memory allocation is done by the application. This means that the application knows more about what type of memory it is using and more importantly how much memory it is using, which should be useful for applications that are memory-bound.

- Complete story:
- Library demo with Vulkan drivers:

3D-Tech News Around The Web / SPIR-V Whitepaper
« on: March 03, 2015, 11:27:14 AM »
SPIR-V is a new platform-independent intermediate language. It is a self-contained, fully specified, binary format
for representing graphical-shader stages and compute kernels for multiple APIs. Physically, it is a stream of 32-bit words. Logically, it is a header and a linear stream of instructions. These encode, first, a set of annotations and decorations, and second a collection of functions. Each function encodes a control-flow graph (CFG) of basic blocks, with additional instructions to preserve source-code structured flow control. Load/store instructions are used to access declared variables, which includes all input/output (IO). Intermediate results bypassing load/store use single static-assignment (SSA) representation. Data objects are represented logically, with hierarchical type information: There is no flattening of aggregates or assignment to physical register banks, etc. Selectable addressing models establish whether general pointers may be used, or if memory access is purely logical.


3D-Tech News Around The Web / On APIs and the future of Mantle
« on: March 02, 2015, 10:05:29 PM »
AMD is a company that fundamentally believes in technologies unfettered by restrictive contracts, licensing fees, vendor lock-ins or other arbitrary hurdles to solving the big challenges in graphics and computing. Mantle was destined to follow suit, and it does so today as we proudly announce that the 450-page programming guide and API reference for Mantle will be available this month (March, 2015) at


Mantle’s definition of “open” must widen. It already has, in fact. This vital effort has replaced our intention to release a public Mantle SDK, and you will learn the facts on Thursday, March 5 at GDC 2015.


Unreal Engine 4 is now available to everyone for free, and all future updates will be free!

You can download the engine and use it for everything from game development, education, architecture, and visualization to VR, film and animation. When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed.

This is the complete technology we use at Epic when building our own games. It scales from indie projects to high-end blockbusters; it supports all the major platforms; and it includes 100% of the C++ source code. Our goal is to give you absolutely everything, so that you can do anything and be in control of your schedule and your destiny. Whatever you require to build and ship your game, you can find it in UE4, source it in the Marketplace, or build it yourself – and then share it with others.


Companies from Facebook Inc. to Sony Corp. and Google Inc. have spent billions of dollars investing in virtual-reality technology.

Now they have to turn it into a business. To get consumers to buy their devices, Sony, Facebook’s Oculus VR, Valve Corp. and Razer USA Ltd. need games to play and videos to watch. At this week’s Game Developers Conference in San Francisco, they’ll be trying to convince software makers there’s a market to be had.


“The market for virtual reality is very hot right now, and a lot of highly visible developers, designers and investors are placing bets,” van Dreunen said. “However, in the absence of solid delivery dates from the leading companies in the space, it is clear that virtual reality is not yet ready for prime time.”


3D-Tech News Around The Web / (WebGL) Tesserace 3D Path Tracing Test
« on: March 02, 2015, 01:29:44 PM »
Rays are fired from the camera out into the scene, bounce around according to physical models, and record when they hit a light source. Whenever anything changes, the scene has to be re-traced (it starts out noisy, but converges to the correct image).


Google's search engine currently uses the number of incoming links to a web page as a proxy for quality, determining where it appears in search results. So pages that many other sites link to are ranked higher. This system has brought us the search engine as we know it today, but the downside is that websites full of misinformation can rise up the rankings, if enough people link to them.

A Google research team is adapting that model to measure the trustworthiness of a page, rather than its reputation across the web. Instead of counting incoming links, the system – which is not yet live – counts the number of incorrect facts within a page.


3D-Tech News Around The Web / The reasons why programmers don't blog
« on: February 27, 2015, 12:44:31 PM »
Here’s a short summary of the reasons:

-    Time
-    “What I do is not interesting to others”
-    Perfectionism
-    Coding is better than writing
-    I’m not doing anything innovative
-    “I don’t do side projects”
-    “I don’t know what to write about”
-    shame
-    “what I want to write about is too obvious”
-    writing is harder than coding
-    everyone knows that already
-    longer feedback loop, as compared to coding

Full story:

3D-Tech News Around The Web / Qt3D 2.0: The FrameGraph
« on: February 27, 2015, 12:40:45 PM »
or quite some time now, you’ve been hearing about Qt3D’s Framegraph. Although a brief definition of what the Framegraph is was given in the previous articles, this blog post will cover it in more detail. After reading this post, you will understand the difference between the Scenegraph and the Framegraph and see their respective uses. The more adventurous amongst you, will be able to pick up a pre-release version of Qt3D and start experimenting to see what the Framegraph can do for you.


3D-Tech News Around The Web / The state of Linux gaming in the SteamOS era
« on: February 26, 2015, 03:39:39 PM »
Now, more than a year into the SteamOS era (measuring from that beta launch), the nascent Linux gaming community is cautiously optimistic about the promise of a viable PC gaming market that doesn't rely on a Microsoft OS. Despite technical and business problems that continue to get in the way, Valve has already transformed gaming on Linux from "practically nothing" to "definitely something" and could be on the verge of making it much more than that.


Though SteamOS' stabilizing influence has made Linux ports easier in many ways, there are still plenty of hurdles to getting games running smoothly on the platform. One of the big outstanding issues, even after years of concerted effort driven by Valve and hardware makers, is driver support.


English forum / Re: GPU buffers
« on: February 24, 2015, 08:27:28 PM »
And sorry for the GPU buffer ref guide, I forgot to update the main index:

English forum / Re: GPU buffers
« on: February 24, 2015, 06:24:43 PM »
I coded a small test demo and it works fine. To read the GPU buffer in the CPU side (Lua) just bind the SSBO, read data and unbind it:

Code: [Select]

x, y, w, h = gh_gpu_buffer.sub_data_read_4f(ssbo, buffer_offset_bytes)


No need to map the GPU buffer to read it.
Let me know.

English forum / Re: GPU buffers
« on: February 23, 2015, 08:38:21 PM »
ok I'll try to write a small code sample asap. Maybe there's a bug and I'll catch it at that moment!

GpuTest / Re: ISSUE with GPUTEST when running for 8 hour or more.
« on: February 20, 2015, 08:23:00 PM »
Thanks for this feedback. I did long long tests (more than 100 hours!) on Windows several months ago and it worked fine. But I never did long stress test on OSX. I'll try to do that test for the next release...

GpuTest / Re: GpuTest 0.7.0
« on: February 20, 2015, 08:17:38 PM »
@jorgk: I tested on a macbook pro +  Mavericks and the test with a fixed duration works fine (with the GeForce or the Intel GPU).

Maybe it's related to a recent update? What is your version of OSX?

I will release a new update of GpuTest shortly, maybe that will fix that mysterious bug.

English forum / Re: GPU buffers
« on: February 20, 2015, 07:19:31 PM »
I never tested that kind of code but a code snippet with sub_data_read_1ui could be:

Code: [Select], "GL_READ_ONLY")
x = gh_gpu_buffer.sub_data_read_1ui(ssbo, offset)

Let me know if you need more help.

3D-Tech News Around The Web / New features in Qt 5.5
« on: February 20, 2015, 05:20:45 PM »
Qt 5.5 will be shipped soon and here is a lit of the new features:



- Qt 3D
    - The Qt 3D module is now included as a technology preview.

- Qt Canvas 3D
    - Added Qt Canvas 3D module, a JavaScript 3D rendering API for Qt Quick.

- Qt Multimedia
    -  GStreamer 1.0 support. Note that the default is still 0.10. 1.0 support can be enabled by configuring Qt with ‘-gstreamer 1.0’.



"The rate of Linux development is unmatched," the foundation said in an announcement accompanying the report. "In fact, Linux kernel 3.15 was the busiest development cycle in the kernel’s history. This rate of change continues to increase, as does the number of developers and companies involved in the process. The average number of changes accepted into the kernel per hour is 7.71, which translates to 185 changes every day and nearly 1,300 per week. The average days of development per release decreased from 70 days to 66 days."


Each Linux release includes more than 10,000 patches from more than 1,400 developers and more than 200 corporations. "Since the 2.6.11 release, the top ten developers have contributed 36,664 changes—8.2 percent of the total. The top thirty developers contributed just over 17 percent of the total," the report said.

Complete story:

3D-Tech News Around The Web / The Poor Man's Voxel Engine
« on: February 20, 2015, 03:16:59 PM »
Clearly, this article is mostly useless if you're interested in writing your own voxel engine. The final result is far from perfect. I just want to share the petty drama of my past four and a half years. I for one thoroughly enjoy reading about other people's struggles. Maybe that's weird.

Full story:

Game engine:

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