« on: September 13, 2014, 08:17:38 PM »
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Intel® Processor Graphics refers to the technology that provides graphics, compute, media,
and display capabilities for many of Intel’s SoC products. Within Intel, architects colloquially
refer to Intel® Processor Graphics architecture as simply “Gen”, short for Generation. A specific
generation of the Intel® Processor Graphics architecture may be referred to as “Gen6” for
generation 6, or “Gen7” for generation 7, etc. The branded products Intel® HD Graphics 4600,
Intel® Iris™ Graphics 5100, and Intel® Iris™ Pro Graphics 5200 are all derived from instances
of Intel® Processor Graphics Gen7.5 architecture. Intel® HD Graphics 5300 is the first released
product derived from an instance of Intel® Processor Graphics Gen8 architecture. This
whitepaper focuses on just the compute architecture within Intel® Processor Graphics
Gen8. For shorthand, in this paper we may use the term Gen8 compute architecture to refer
to just those compute components. The whitepaper also briefly discusses the instantiation of
Intel® Processor Graphics Gen8 within the recently released Intel® Core™ M Processor for low
power form factors. Additional processor products that include Intel Processor Graphics Gen8
may be released in the near future.
+ added a set of functions (gh_renderer.query_xxxx()) for GL_ARB_pipeline_statistics_query (OpenGL 4.5).
* GPU monitoring plugin: added GeForce GTX 745, GT 720, GTX 700M series, GT 700M series, 800M series and GTX 800M series.
* GPU monitoring plugin: updated with latest NVAPI R340.
* bugfix: the menubar is no longer displayed in fullscreen mode (Windows version).
+ added set_orientation_cubemap() to gh_camera lib.
+ added new plugin for Leap Motion device + new gh_leap library (Lua).
+ re-enabled log dialog box (Windows version) in Tools > Show log dialog box.
+ Lua print() redirected to log file.
+ added create_disc() to gh_mesh lib.
+ added gh_renderer.blending() and gh_renderer.blending_off() to quickly
enable/disable color blending.
+ added new openGL queries to gh_renderer.get_capability_4i().
! improved robustness of the Lua version of gh_utils.trace().
Announced earlier this week, the next-gen version of OpenGL is a complete, from-the-ground-up rewrite aimed at slashing overhead and giving developers more control over the hardware. In that sense, the upcoming API, which Huddy calls "OpenGL Next," will follow in the footsteps of Mantle and DirectX 12.
Huddy told us AMD has done a "great deal of work" with the Khronos Group, the stewards of the OpenGL spec, on OpenGL Next. AMD has given the organization unfettered access to Mantle and told them, in so many words, "This is how we do it. If you want to take the same approach, go ahead." Khronos is free to take as many pages as it wants out of the Mantle playbook, and AMD will impose no restrictions, nor will it charge any licensing fees.
This week at SIGGRAPH 2014 Intel is showing a technology demo using Microsoft's upcoming DirectX 12 API that highlights the strong relationship between performance and power.
In the demo we render a scene of 50,000 fully dynamic and unique asteroids in one of two modes: maximum performance and maximum power saving. The application can switch between using the DirectX 11 and DirectX 12 APIs at the tap of a button. We are showing the demo in our SIGGRAPH booth running live on a Microsoft Surface Pro 3 tablet with an Intel® 4th Generation Core™ processor.
All of the results here were captured when the tablet was running in a steady, thermally-constrained state. This represents the experience of playing a demanding game for more than 10-15 minutes.
Image blur filters are commonly used in computer graphics – whether it is an integral part of a Depth of Field or HDR Bloom, or another post process effect, blur filters are present in most 3D game engines and often in multiple places. Blurring an image is a fairly trivial thing to do: just collect neighboring pixels, average them and you get your new value, right?
Well, yes, but there are different ways of doing it with different visual results, quality and performance.
In this article I’ll focus primarily on performance (and quality trade-offs), as the difference in cost between a naïve and a more optimal solution can sometimes be an order of magnitude, but also different algorithms can be more optimal on different hardware.
OpenGL 4.5 Specification Released
Khronos publicly released the OpenGL 4.5 specification today, bringing the very latest functionality to the industry’s most advanced 3D graphics API while maintaining full backwards compatibility, enabling applications to incrementally use new features. The full specification and reference materials are available for immediate download from the OpenGL Registry. New functionality in the core OpenGL 4.5 specification includes:
- Direct State Access (DSA) – object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility;
- Flush Control - applications can control flushing of pending commands before context switching – enabling high-performance multithreaded applications;
- Robustness - providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications;
- OpenGL ES 3.1 API and shader compatibility – to enable the easy development and execution of the latest OpenGL ES applications on desktop systems;
- DX11 emulation features – for easier porting of applications between OpenGL and Direct3D.