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Messages - JeGX

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41
3D-Tech News Around The Web / Vulkan API specifications 1.0.4 released
« on: February 26, 2016, 01:51:30 PM »
The Khronos Group has just updated the specifications of the Vulkan API.

Here are the changes:
Quote
* Bump API patch number from 3 to 4 for the first public update to the
    spec. Add patch number to the spec title (this will be done
    automatically from XML, later).
  * Fixes for numerous editorial issues. Regularize descriptions of
    variable-length array queries. Properly tag enumerants so they come
    out in the right font (many were mislabeled in usage tags in vk.xml,
    or not tagged). Spelling and markup corrections (public issue 4).
  * Fix typos and clearly separate description of different types of
    memory areas (public issue 5).
  * Use standards-compliant preprocessor guard symbols on headers
    (public issue 7).
  * Note that Github users can't currently set labels on issues, and
    recommend a fallback approach (public issue 15).
  * Use latexmath prefix on len= attributes (public issue 29).
  * Make flink:vkCmdUpdateBuffer pname:dataSize limit consistent (public
    issue 65).
  * Add VK_KHR_mirror_clamp_to_edge extension to core API branch, as an
    optional feature not introducing new commands or enums (internal
    issue 104).
  * Cleanup invariance language inherited from the GL specification to
    not refer to nonexistent (GL-specific) state (internal issue 111).
  * Modify the flink:vkCmdDrawIndexed pname:vertexOffset definition to
    not be the "base offset within the index buffer" but rather the
    "value added to the vertex index before indexing into the vertex
    buffer" (internal issue 118).
  * Fix drawing chapter in the "Programmable Primitive Shading" section
    where it described categories of drawing commands. It referenced
    flink:vkCmdDrawIndexed twice. Replace the second reference with
    flink:vkCmdDrawIndexedIndirect (internal issue 119).
  * Typo fixed in <<sparsememory-examples-advanced,Advanced Sparse
    Resources>> sparse memory example (internal issue 122).
  * Add flink:VkDisplayPlaneAlphaFlagsKHR to <require> section of
    VK_KHR_display extension (internal issue 125)
  * Add missing optional="false,true" to
    flink:vkGetImageSparseMemoryRequirements
    pname:pSparseMemoryRequirementCount parameter (internal issue 132)
  * Rename ename:VK_STRUCTURE_TYPE_DEBUG_REPORT_CREATE_INFO_EXT to
    ename:VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT
    (internal issue 133)
  * Fix a handful of broken cross-references in the
    <<samplers,Samplers>> chapter (internal issue 134).
  * Fix "Input Attachement" GLSL example to use correct syntax (internal
    issue 135).
  * Update XML schema and documentation to accomodate recently added
    attributes for validity. Add some introductory material describing
    design choices and pointing to the public repository to file issues.
  * Put include of validity in the core spec extensions chapter on its
    own line, so that asciidoc is happy.
  * Fix vertexOffset language to specify that it's the value added to
    the vertex index before indexing into the vertex buffer, not the
    base offset within the index buffer.
  * Fix error in the description of flink:vkCmdNextSubpass.

Link: https://www.khronos.org/registry/vulkan/

Vulkan resource list: http://www.geeks3d.com/20160205/vulkan-programming-resources-list/

42
English forum / (WIP) Vulkan plugin for GeeXLab: the RGB triangle!
« on: February 25, 2016, 08:36:58 AM »
More than two days to get the Hello World of graphics programming!

To get this RGB triangle, I had to code most of the important functionalities of the plugin: PSOs (pipeline state object),  SPIR-V shaders (as well as the tool to convert GLSL to SPIR-V), vertex and uniform buffers... and waste a lot of time with bugs!

It's cool to see this triangle, the starting point of all virtual worlds...


43
English forum / Re: Shadertoy multipass demos
« on: February 25, 2016, 08:24:18 AM »

Are you still working on it?


Yes, in fact it's done, but to be honest I forgot a bit this framework since the release of Vulkan  ;)
I will release it with the next update of GeeXLab.

44
3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.23)
« on: February 23, 2016, 01:47:17 PM »
Download Zone: http://www.geeks3d.com/dlz/

New update:
- GPU-Z 0.8.7

45
Quote
A barrier is a new concept exposed to developers which was previously hidden inside the driver. If you think synchronization, you’re not too far off, as this is also part of what a barrier is.The synchronization part is well known for CPUs: you have multiple writer threads updating a buffer, then you synchronize to make sure all writes have finished, and then you can process the data with multiple reader threads. However, that’s not all there is to a GPU barrier (ResourceBarrier and vkCmdPipelineBarrier).

....


Related to barriers are fences (CreateFence and vkCreateFence), which are required to synchronize the CPU with the GPU as well as different queues on GPUs. A fence is a very heavyweight synchronization primitive as it requires the GPU to flush all caches at least, and potentially some additional synchronization. Due to those costs, fences should be used sparingly. In particular, try to group per-frame resources and track them together with a single fence instead of fine-grained per-resource tracking. For instance, all commands buffers used in one frame should be protected by one fence, instead of one fence per command buffer.

...


Link: http://gpuopen.com/performance-tweets-series-barriers-fences-synchronization/ 

added to Vulkan resources list:
http://www.geeks3d.com/20160205/vulkan-programming-resources-list/

46
3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.22)
« on: February 22, 2016, 06:36:46 PM »
Download Zone: http://www.geeks3d.com/dlz/

New update:
- Notepad++ 6.9

47
English forum / (WIP) Vulkan plugin for GeeXLab
« on: February 22, 2016, 09:36:33 AM »
I started the coding of this #Vulkan plugin...

After two days of struggle, I can now clear the framebuffer (what a joke!)  :P
We can create a renderer + render window on a particular GPU, and the scene resize is also managed.

Next step: pipeline object + SPIR-V programs.


Quote
2016/2/22@09:22:45(0000000001) < > GeeXLab v0.9.6.1 (Feb 22 2016@09:14:00)
2016/2/22@09:22:45(0000000002) < > Cross Platform Lab for Real Time 3D Programming and Demo Coding
2016/2/22@09:22:45(0000000003) < > (C)2009-2016 Geeks3D (www.geeks3d.com)
2016/2/22@09:22:45(0000000004) < > GeeXLab is starting up...
2016/2/22@09:22:45(0000000005) < > Windows version: Windows 10 build 10586
2016/2/22@09:22:45(0000000006) < > platform: Windows 64-bit
....

2016/2/22@09:22:49(0000000082) < > [Vulkan] Vulkan renderer (Windows, Linux)
2016/2/22@09:22:49(0000000083) < > [Vulkan] Vulkan core library loaded ok.
2016/2/22@09:22:49(0000000084) < > [Vulkan] # Vulkan devices: 2
2016/2/22@09:22:49(0000000085) < > [Vulkan] [ GPU 1 ]--------------------------------------
2016/2/22@09:22:49(0000000086) < > [Vulkan] - GPU name: GTX 750
2016/2/22@09:22:49(0000000087) < > [Vulkan] - DeviceID: 10DE-1381
2016/2/22@09:22:49(0000000088) < > [Vulkan] - Raw driver version: 1493811200
2016/2/22@09:22:49(0000000089) < > [Vulkan] - Vulkan API version: 1.0.3
2016/2/22@09:22:49(0000000090) < > [Vulkan] - Device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
2016/2/22@09:22:49(0000000091) < > [Vulkan] [ GPU 2 ]--------------------------------------
2016/2/22@09:22:49(0000000092) < > [Vulkan] - GPU name: GTX 960
2016/2/22@09:22:49(0000000093) < > [Vulkan] - DeviceID: 10DE-1401
2016/2/22@09:22:49(0000000094) < > [Vulkan] - Raw driver version: 1493811200
2016/2/22@09:22:49(0000000095) < > [Vulkan] - Vulkan API version: 1.0.3
2016/2/22@09:22:49(0000000096) < > [Vulkan] - Device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
...








48
Unlike DX12, there's no shocking leap in performance this time.

Quote
But first some caveats: The Talos Principle is technically the first game with Vulkan support, but it's currently being beta-tested. The Talos Principle also isn't designed to use the CPU utilisation and draw call improvements that are central to Vulkan, unlike Stardock's Ashes of the Singularity demo does with DX12. Furthermore, the new Vulkan drivers from AMD and Nvidia are also both in beta testing. In short, take these benchmark results with a large pinch of salt.

...

Essentially, in GPU bound scenarios like higher than 1080p gaming, Vulkan isn't all that different to OpenGL. But as soon as the CPU is taxed a little more, like at 1080p and lower resolutions, there's a clear uplift in performance.


Link: http://arstechnica.co.uk/gaming/2016/02/vulkan-benchmarks-a-boost-for-amd-and-nvidia-but-theres-work-to-be-done/

News added to Vulkan resource list:
http://www.geeks3d.com/20160205/vulkan-programming-resources-list/

49
3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.18)
« on: February 18, 2016, 03:09:37 PM »
Download Zone: http://www.geeks3d.com/dlz/

New update:
- Cmder 1.2.9


51
English forum / Raspberry Pi OpenGL 2.1 support tested
« on: February 15, 2016, 09:16:32 PM »
The new support of OpenGL 2.1 added to Raspbian Jessie has been tested with the latest GeeXLab 0.9.6.0:

http://www.geeks3d.com/20160215/raspberry-pi-opengl-2-1-support-tested-with-geexlab-0-9-6-0/


52
English forum / GeeXLab 0.9.6.0 released
« on: February 15, 2016, 09:14:01 PM »
GeeXLab 0.9.6.0 has been released for all platforms, including Raspberry Pi with OpenGL 2.1 support. The complete story is available here:

http://www.geeks3d.com/hacklab/20160215/geexlab-0-9-6-0-released-for-all-platforms/

53
3D-Tech News Around The Web / Re: Download Zone - Latest Updates
« on: February 15, 2016, 09:10:54 PM »
Thanks guys, I will test and add them to the download zone if they are relevant.

54
I like the list a lot :) It looks almost like the list of my favorites, except just:

- FastStone Image Viewer - IMHO best image browser. Freeware (not for commercial use). XnView is also a good alternative.

- foobar2000 - music player. Previously I used Aimp, which looks more like lightweight version of Winamp.

- jEdit - my favorite plain text editor. Very powerful. Its only drawback: it's written in Java :)

- WinDirStat - shows statistics and draws treemap of disk usage.

Looks like you posted in the wrong thread  ;D
Maybe you could repost here: Download Zone - Latest Updates
and delete this post.

57
Quote
Hello and welcome to our series of blog posts covering performance advice for Direct3D® 12 & Vulkan™. You may have seen the #DX12PerfTweets on Twitter, and asked yourself where you can find some more background information – search no more, we’ve got you covered. Today, we’ll be looking at command lists, a feature which is only present in explicit APIs that expose fairly directly the DMA command buffer architecture of most modern 3D hardware.

...


The most important fact about command lists is that they can be recorded from multiple threads. This is one of the major advantages of Direct3D 12 and Vulkan over previous APIs. Optimal performance will be achieved by using as many CPU threads as there are available to record command lists. There are no hidden driver threads in Direct3D 12 and Vulkan that could interfere with you – all the threading performance comes directly from the application.

...


Link: http://gpuopen.com/performance-tweets-series-command-lists/


58
Quote
EASTL stands for Electronic Arts Standard Template Library. It is a C++ template library of containers, algorithms, and iterators useful for runtime and tool development across multiple platforms. It is a fairly extensive and robust implementation of such a library and has an emphasis on high performance above all other considerations.

Link: https://github.com/electronicarts/EASTL

59
Quote
Ion is a portable suite of libraries and tools for building client applications,
especially graphical ones. It is small, fast, and robust, and is cross-platform
across many platforms and devices, including desktops, mobile devices, browsers,
and other embedded platforms.

Why Use Ion?
* Small: < 500k binary size on mobile platforms, often much smaller
* Powerful: Tools for faster productivity when developing applications
  * Robust, portable application infrastructure aids in:
  * Object lifetime management
  * Memory allocation
  * Application start-up and static instances
  * Threading
  * Run-time setting editing
  * Automatic performance instrumentation
  * More!
* Tools for graphics:
  * Analyze graphics scenes to find performance bottleneck
  * Trace all OpenGL calls and examine their arguments
  * Use scene resources in multiple contexts, automatically
  * Run-time graphics state introspection
  * Run-time shader editing: change your shaders and immediately see the results
* Fast graphics: Minimal overhead between your application and OpenGL / ES
* Tested: Well-tested and facilitates testing your application
  * ~100% test coverage
  * Black- and white-box tested, unit tests and integration tests
  * Mock implementation of OpenGL API allows direct renderer unit tests and
    validation
  * Integrated Remote: extensible API allows changing arbitrary application
    settings on-the-fly for faster development, testing, and debugging
* Cross-platform:
  * Desktop: Linux, Mac OSX, Windows (OpenGL)
  * Handheld: Android (ARM, x86 MIPS), iOS (ARM and x86), and their 64-bit
    variants
  * Browser: Emscripten/asm.js, NaCl / pNaCl
* Cross-functional
  * Used by many teams across Google, running on billions of devices through
    multiple Google products

Link: https://github.com/google/ion

60
3D-Tech News Around The Web / Videogames released since 1971
« on: February 09, 2016, 09:11:05 AM »
Mobygames stats released on January 15 2016:



Source: http://www.mobygames.com/forums/dga,2/dgb,3/dgm,216724/

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