« on: October 08, 2014, 09:18:04 AM »
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Version 0.7.1.1 - 2014.09.29
! updated network script updater (v0.2.0, Windows and OSX) with
live coding checkbox and execute button.
! fixed some bugs and improved the live coding in the Windows version.
+ added auto-save of scripts and shaders if necessary (read: they have been
+ added a button in script and shader editors to save the code source in
the scripts/ or shaders/ folder of GLSL Hacker (Windows version only).
* script and shaders errors are now correctly redirected to the output window.
+ added an option to disable live coding in script and shader editing windows
(Windows version only).
* fixed some potential crashes in gh_utils functions that take strings as
parameters (like font_render() or font_render_3d().
! updated the dialog box / output window for the traces (Windows version only).
+ added circle_create(), circle_update_radius(), line_create(),
line_set_start_color() and line_set_end_color() to gh_utils lib.
! updated the Lua immediate mode: now the Lua state of the first script
is used (not the case so far!).
* improved the GPU monitoring plugin when running on NVIDIA Optimus systems.
+ added gh_leap (Leap Motion) library in the Python plugin.
+ updated Python plugin: gh_renderer.get_capability_4i(),
gh_renderer.query_xxxx() (GL_ARB_pipeline_statistics_query GL4.5), gh_utils...
- GL_NV_framebuffer_mixed_samples and GL_EXT_raster_multisample - target-independent multisampling control and mixed samples: this feature adds a lot of flexibility to the multi-sampled rasterization, and decouples the rasterization sampling frequency (which can be set explicitly) from the actual framebuffer storage. It enables rasterization to operate at higher sampling frequency than the number of samples in the target color render buffers, and it supports both depth and stencil testing at this frequency, if the corresponding depth and stencil buffers are sampled accordingly (it must be a multiple of the number of samples in the color buffers).
- GL_NV_fragment_coverage_to_color - coverage to color conversion: this allows using ROP to automatically convert the post depth-/stencil-/alpha- test coverage mask into a color and write it into a color render target.
- GL_EXT_post_depth_coverage - post-depth coverage: this extension allows the fragment shader to get the post depth-test coverage mask of the current fragment as input (gl_SampleMaskIn).
- GL_NV_sample_mask_override_coverage - multisample coverage override: the standard GL behavior for FS output coverage mask (gl_SampleMask) is to AND it with the actual primitive input coverage mask. This extension disables this operation.
- GL_NV_sample_locations - programmable sample locations: Allows applications to explicitly set the location of sub-pixel samples for multisample rasterization, providing fully programmable sampling patterns.
- GL_NV_conservative_raster - conservative rasterization: It allows rasterization to generate fragments for any pixel touched by a triangle, even if no sample location is covered on the pixel.
- GL_NV_fragment_shader_interlock - fragment shader interlock: This extension exposes an hardware-accelerate critical section for the fragment shader, allowing hazard-free read-modify-write operations on a per-pixel basis.
- GL_NV_fill_rectangle: screen-space bounding-box rasterization: this allows rasterizing the axis-aligned screen-space bounding box of submitted triangles, disregarding the actual triangle edges.
- GL_NV_geometry_shader_passthrough - geometry shader passthrough: this extension allows to write more efficient geometry shaders in the case there is a one-to-one mapping between input and output primitives.
- GL_EXT_sparse_texture2: Enhanced sparse textures: this new extension adds the ability to retrieve texture access residency information from GLSL, to specify minimum allocated LOD to texture fetches and to return a constant zero value for lookups into unallocated pages.
- GL_EXT_texture_filter_minmax - texture Filter min/max: exposes a new sampler parameter allowing to perform a min or max reduction operation on the values sampled inside a texture filtering footprint.
- GL_NV_shader_atomic_fp16_vector - FP16 global atomics: This extension provides a set of new atomic operations operating on 2 and 4 components vectors of 16b floating point values for images, bindless pointers to global memory and storage buffers.
BORN FROM NEARLY TWO DECADES OF DEDICATED DESIGN AND MANUFACTURING, NOW UNIFIED AS A ONE-WORLD BRAND.
Born from nearly two decades of dedication to the design and manufacturing of the world’s best performing gaming products, GALAXY and its European brand KFA2 today announced their global unification, officially merging to form GALAX.
Originally founded in 1994, GALAXY built its reputation as the behind-the-scenes designer and manufacturer of many of the most popular OEM-branded graphic card products on the market. Since 2000, GALAXY introduced numerous critically-acclaimed products including the world renowned "Hall of Fame" series with custom white PCBs and record breaking performance.
One of the most exciting benefits of the merger for GALAX customers will be an all new level of global brand consistency and product availability. With a single unified brand, GALAX is now able to offer every customer in every market the same world class service and support along with access to GALAX’s entire product portfolio. Our customers guide everything we do at GALAX, and it’s this commitment that defines us as a company.
GALAX will continue providing all current levels of service and support to all Galaxy/KFA2 customers, and will of course honour all Galaxy/KFA2 warranties to their full extent.
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.