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Messages - JeGX

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This is something I explain at the end of this post:

The rendering is directly done on the same framebuffer than the desktop, that could explain why alpha blending makes the desktop to appear.
Currently I didn't find a way to fix it.

I your find a RPi demo somewhere on the web that uses alpha blending, let me know.

R355.97 exposes the same OpenGL extensions than R355.58 (at least for a GTX970 / GT960).

GpuTest / Re: Support for multiple GPU cards on the same host
« on: August 28, 2015, 07:11:34 PM »
On windows, multiple gaming GPUs are only supported on SLI or CrossFire setups (with some minor tweaks in the graphics driver control panel). On OSX, virtual screens should allow to run GpuTest on a specific GPU (I wrote an article about virtual screen here: ). On Linux, we can launch the test on a specific GPU (with a correct specification of the display:window parameters if I'm not wrong) but there is no command line param in GpuTest for that and I haven't tested this feature yet...

What is your system?

English forum / Re: GLSL Hacker available
« on: August 28, 2015, 06:42:47 PM »
I should link the Python plugin with something that is present on every linux distro like You can still try to copy the Python shared objects in the GLSL Hacker plugin dir and rename one of them in That should work...

I will look at this issue for the next Linux update of GLSL Hacker.

DirectX 12 tested: An early win for AMD, and disappointment for Nvidia: First DX12 gaming benchmark shows R9 290X going toe-to-toe with a GTX 980 Ti:


This whitepaper focuses on just the compute architecture components of Intel processor graphics gen9. For shorthand, in this paper we may use the term gen9 compute architecture to refer to just those compute components. The whitepaper also briefly discusses the gen9 derived instantiation of Intel HD Graphics 530 in the recently released Intel Core™ i7 processor 6700K for desktop form factors.

- The-Compute-Architecture-of-Intel-Processor-Graphics-Gen9-v1d0.pdf

3D-Tech News Around The Web / Re: NVIDIA AndroidWorks 1R2 et al
« on: August 17, 2015, 10:53:13 AM »


- Introducing the Autodesk Stingray 3D game engine

- Autodesk Stingray simplifies mobile development and testing

- Autodesk Stingray integrated game development tools

- Stingray art to engine workflows

3D-Tech News Around The Web / Qt 5.5 released
« on: July 10, 2015, 02:04:36 PM »
Qt 5.5 brings you more solutions for even faster development workflows, a more powerful UI creation offering for keeping pace with market demands in multimedia and 3D user experiences, preliminary support for upcoming Windows 10 development, and more for connectivity. Plus, of course, improvements across the whole Qt framework.

New Features in Qt 5.5
  • Improvements and enhancements to all major Qt modules, on all platforms
  • All Windows builds are now automatically dynamic regarding OpenGL vs. ANGLE backends, no need to manually configure deployment anymore!
  • Qt Bluetooth includes full support for Bluetooth Low Energy and is supported on Linux, Embedded Linux, Android, iOS
  • Qt Canvas 3D module fully supported
  • Qt 3D 2.0 introduced as technology preview
  • Qt Location technology preview lets you integrate maps, geocoding, routing and places into your application. The included mapping backends are:  Nokia HERE, OpenStreetMap and MapBox
  • Qt Multimedia has support for GStreamer 1.0 enhancing the multimedia capabilities on Linux based systems. Also integration of video/camera to Qt Quick graphics is now easy.
  • Qt WebEngine has been updated to Chromium version 40 and the public APIs have been extended, for instance with full integration to Qt WebChannelQt WebEngine has been updated to Chromium version 40 and the public APIs have been extended, for instance with full integration to Qt WebChannel
  • TreeView control included in Qt Quick Controls
  • Former “Qt Quick Enterprise Controls”, including different industrial gauges, dials and other controls, are now migrated into Qt Quick Controls and are also available for Qt Open Source users
  • Full and official support for Red Hat Enterprise Linux 6.6
  • Qt Creator 3.4
  • Deprecating Qt WebKit, Qt Script and Qt Quick 1 modules.

New 3D modules:
  • Qt 3D
    • The Qt 3D module is now included as a technology preview.
    • C++ and QML APIs for easy inclusion of 3D graphics into your Qt applications.
    • Supports OpenGL 2, 3, 4 and OpenGL ES 2 and ES 3.
    • Data-driven renderer configuration.
    • Extensible beyond 3D graphics. Provides a full Entity Component System framework.
    • Supported platforms: Windows (not RT), OS X, Linux xcb, Android, Embedded Linux with ES 2(QNX & iOS coming)
  • Qt Canvas 3D
    • Added Qt Canvas 3D module, a JavaScript 3D rendering API for Qt Quick.


General Discussion / Re: Frequent TDRs with GTX 760
« on: July 10, 2015, 09:55:43 AM »
NVIDIA has published two hotfix drivers in the same day, the latest being R353.49:,4090.0.html

Try it...

NVIDIA has just released a second hotfix driver: R353.49

Today we released a new Hotfix driver 353.49 that addresses the following issue:

Sony Vegas Pro crashes
Windows 10 installation issue introduced with previous 353.45 driver

In addition, this driver also includes the same fixes which were part of our previous 353.38 hotfix driver release:

Chrome Crashes/Freezes/TDRs
Delays when starting or switching apps & games with GSYNC enabled

You can download R353.49 from this page:

Some notes on implementing ARB_shader_storage_buffer OpenGL extension in Mesa and the Intel i965 driver.

In my previous post I introduced ARB_shader_storage_buffer, an OpenGL 4.3 feature that is coming soon to Mesa and the Intel i965 driver. While that post focused on explaining the features introduced by the extension, in this post I’ll dive into some of the implementation aspects, for those who are curious about this kind of stuff. Be warned that some parts of this post will be specific to Intel hardware.


Another interesting thing we had to deal with are address alignments. UBOs work with layout std140. In this setup, elements in the UBO definition are aligned to 16-byte boundaries (the size of a vec4). It turns out that GPUs can usually optimize reads and writes to multiples of 16 bytes, so this makes sense, however, as I explained in my previous post, SSBOs also introduce a packed layout mode known as std430.

Intel hardware provides a number of messages that we can use through the Data Port interface to write to memory. Each message has different characteristics that makes it more suitable for certain scenarios, like the pixel mask I discussed before. For example, some of these messages have the capacity to write data in chunks of 16-bytes (that is, they write vec4 elements, or OWORDS in the language of the technical docs). One could think that these messages are great when you work with vector data types, however, they also introduce the problem of dealing with partial writes: what happens when you only write to an element of a vector? or to a buffer variable that is smaller than the size of a vector? what if you write columns in a row_major matrix? etc

In these scenarios, using these messages introduces the need to mask the writes because you need to disable the channels in the vec4 element that you don’t want to write. Of course, the hardware provides means to do this, we only need to set the writemask of the destination register of the message instruction to select the right channels.

Full post:

A simple introduction to SSBO can be found here:

AMD FirePro S9170 Server GPU Offers Unmatched Onboard Memory to Support Large Dataset Computations.

AMD (NASDAQ: AMD) today announced the new AMD FirePro™ S9170 server GPU, the world’s first and fastest 32GB single-GPU server card for DGEMM heavy double-precision workloads1, with support for OpenCL™ 2.0. Based on the second-generation AMD Graphics Core Next (GCN) GPU architecture, this new addition to the AMD FirePro™ server GPU family is capable of delivering up to 5.24 TFLOPS of peak single precision compute performance while enabling full throughput double precision performance, providing up to 2.62 TFLOPS of peak double precision performance.

Designed with compute-intensive workflows in mind, the AMD FirePro S9170 server GPU is ideal for data center managers who oversee clusters within academic or government bodies, oil and gas industries, or deep neural network compute cluster development.

“AMD is recognized as an HPC industry innovator as the graphics provider with the top spot on the November 2014 Green500 List. Today the best GPU for compute just got better with the introduction of the AMD FirePro S9170 server GPU to complement AMD’s impressive array of server graphics offerings for high performance compute environments,” said Sean Burke, corporate vice president and general manager, AMD Professional Graphics group. “The AMD FirePro S9170 server GPU can accelerate complex workloads in scientific computing, data analytics, or seismic processing, wielding an industry-leading 32GB of memory. We designed the new offering for supercomputers to achieve massive compute performance while maximizing available power budgets.”

“There are some HPC workloads which require as much data as possible to stay resident on the device, and so the 32GB of memory provided by AMD FirePro S9170, the largest available on a single GPU, will enable the acceleration of scientific calculations that were previously impossible,” said Simon McIntosh-Smith, head of the Microelectronics Research Group at the University of Bristol. “For example, our new OpenCL version of the SNAP transport code from Los Alamos National Laboratory needs to keep as much data resident on the device as possible, and so the 32GB of memory will let us run problems of a much more interesting size faster than ever before. The large memory, combined with the 320GB/s memory bandwidth and double precision floating point performance, will make the AMD FirePro S9170 server GPU a ‘killer’ solution device for many HPC applications.”


“We have been developing a fully-parallel computational tool based on the AMD GPU heterogeneous computing platform and OpenCL,” said Omid Mahahadi, co-founder and director, Geomechanica Inc. “This tool accurately captures the complex physics of massive mines plus oil and gas fields rapidly and reliably. Thanks to the impressive 32GB of memory of the new cards, we expect to run computations on massive data structures containing tens of millions of data elements. The combination of rapid double-precision operations with the large memory capacity enables accurate, detailed, and reliable computations. A similar performance using CPUs would likely require much higher capital and maintenance costs. Moving forward, we plan to take advantage of the recent features of the OpenCL 2.0 open API to further enhance the performance of our software.”

Full press release:

- Vulkan API is more low-level than OpenGL (programmer is responsible for memory and threads management for example), what triggered this decision?

A low level API has simpler drivers.  This means reduced driver overhead – which results in higher performance for CPU limited applications – and fewer differences between multiple GPU vendors’ implementations.  Also, another fundamental advantage of handing the application more control is that the driver has to do less ‘behind the scenes’ management – resulting in much more reliable and predictable performance which doesn’t hit unexpected road bumps as the driver undertakes complex housekeeping tasks.

- What concrete improvements will gamers see, when Vulkan is used by video game studios? Can they expect better performance and better graphics, or is it just about simplifying studios backend work?

For applications that are CPU limited, which happens on desktop, and even more on mobile, end users should notice better performing applications with less stuttering and halting.

- When will Vulkan first version be released?

Vulkan is still on schedule to have specs and implementations before the end of the year.

Full interview:

Currently GLSL Hacker has no built-in support for animated characters.
I plan to add the support of animation stored in FBX format in the future.

You can also do animation based on morph-targets. For that, there is a minimal support with the
gh_mesh.do_linear_tweening() function that performs linear move of all vertices between two meshes (start and end targets).
The tween mesh is the mesh that is rendered:

Code: [Select]
gh_mesh.do_linear_tweening(start_mesh, end_mesh, tween_mesh, alpha)

NVIDIA has released a driver that brings fixes for the title Sony Vegas Pro.

You can download it from this page:

The entry points can be double-checked with GLinspector 0.1.0 (link broken atm)

GLinspector is back...

General Discussion / Re: Frequent TDRs with GTX 760
« on: July 05, 2015, 05:32:13 PM »
Depending on the driver version, the app that shows me a lot of TDRs is MadShaders.  As Stefan says, try the latest hotfix R353.38.

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