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Messages - JeGX

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3D-Tech News Around The Web / Re: Blender 2.77 released
« on: March 21, 2016, 01:23:41 PM »
It seems they updated the link:

At Game Developers Conference in San Francisco, Microsoft held a panel to illustrate the latest advancements in DirectX 12 technology:
  • The adoption of DirectX 12 is huge among developers, with many more games being worked on.
  • Microsoft is working on improving stability and performance of the API.
  • The team is working on a concept called procedural textures, which is a new hardware feature that lets developers vary dynamically the amount of pixels rendered in a particular screen area, controlling performance by varying the image quality of individual parts of a frame independently of the rest of the screen.
  • Shader Model 6 will be implemented, introducing new features.

Read more:

English forum / Re: Quad Tessellation
« on: March 16, 2016, 06:02:34 PM »
I added a new function in the gh_renderer lib to set the number of vertices per patch (GL_PATCH_VERTICES):
Code: [Select]

Every group of 4 vertices of the input mesh is used as patch. All built-in meshes in GeeXLab are triangular meshes, so they won't be rendered properly. You have to build your own meshes using gh_mesh.create_v2() and gh_mesh.alloc_mesh_data(). I added a code sample in the host_api/gl-400-arb-tessellation-shader/ that shows how to build these kind of meshes and how to to quad tess.

Everything will be available in the next (beta) update asap!

English forum / Re: Quad Tessellation
« on: March 16, 2016, 04:38:53 PM »
Let me look at the problem...

Most importantly though the new flagship would not have HBM2 memory. Card is allegedly equipped with 8GB GDDR5X memory, which basically means HBM2 will have to wait for Pascal GP100. Now does it make sense? Technically yes, because mass production of HBM2 modules is not expected to begin sooner than third quarter. FinFET GPU production is probably doing much better than HBM production, so NVIDIA could have taken a safe route that would protect them from any possible issues with HBM production. So rather than wait for new memory chips, NVIDIA is going to use known technology and focus exclusively on new power efficient 16nm FF node.


3D-Tech News Around The Web / Vulkan API specifications 1.0.6 released
« on: March 13, 2016, 03:32:17 PM »
* Bump API patch number and header version number to 6 for this

Github Issues:
  * Define 'invocation group' for compute and graphics shaders. Cleanup
    definition and use of 'workgroup', and add glossary entries (public
    issue 1).
  * Various minor editorial fixes (public issue 33).
  * Clarify locations for block members in the
    <<interfaces-iointerfaces-locations,Location Assignment>>
    section (public issue 45).
  * Editorial fixes for <<commandbuffer-allocation,Command Buffer
    Allocation>> section (public issues 54, 59).
  * Clarify behavior of depth test in the <<fragops-depth,Depth
    Test>> section (public issues 80, 81).
  * Remove discussion of return codes from
    flink:vkGetPhysicalDeviceSparseImageFormatProperties and
    flink:vkGetImageSparseMemoryRequirements, which don't return values
    (public issue 82).
  * Allow flink:vkCmdDrawIndirect and flink:vkCmdDrawIndexedIndirect
    pname:drawCount of 0, as well as 1, when the multiDrawIndirect
    feature is not supported (public issue 88).
  * Remove confusing wording in the <<features-limits,Limits>>
    section describing the slink:VkPhysicalDeviceLimits
    pname:minUniformBufferOffsetAlignment, and
    pname:minStorageBufferOffsetAlignment members as both minimums and
    maximums (public issue 91).
  * Clarified that only the RGB components should be affected in places
    where sRGB is referred to in the spec, such as ASTC formats. Minor
    re-wording to avoid "color space" when actively incorrect, now that
    we refer to the Data Format Spec which actually makes a distinction
    between color space and transfer function (public issue 94).
  * Treat pname:pPropertyCount == 0 consistently in
    flink:vkEnumerateInstanceLayerProperties and
    flink:vkEnumerateDeviceLayerProperties (public issue 99)
  * Cleanup minor editorial issues in chapters 14-17 (public issue 100).
  * Clarify definition of flink:vkEnumerateInstanceExtensionProperties
    and flink:vkEnumerateDeviceExtensionProperties (public issue 101).
  * Define the flink:vkEnumerateInstanceExtensionProperties and
    flink:vkEnumerateDeviceExtensionProperties pname:pLayerName
    parameter to be a pointer to a null-terminated UTF-8 string (public
    issue 101).
  * Rearrange "Missing information" references in mandatory format
    tables (public issue 101).
  * Clarify that the enumerated extensions returned by
    flink:vkEnumerateInstanceExtensionProperties and
    flink:vkEnumerateDeviceExtensionProperties will only include
    extensions provided by the platform or extensions implemented in
    implicitly enabled layers (public issue 101).
  * Miscellaneous editorial fixes. Include the Vulkan spec patch number
    in the PDF title. Fix label on <<fig-non-strict-lines,Non
    strict lines>> diagram. Use more easily distinguished symbols in
    tables in the <<features-required-format-support,Required
    Format Support>> section. Don't require FQDNs used as layer names be
    encoded in lower case if not possible, in the
    <<extensions-naming-conventions, Extension and Layer Naming
    Conventions>> section (public issues 101, 119, 121).

Internal Issues:
  * Fixed excessive spacing in tables in XHTML (internal issue 18).
    applies to secondary command buffers. Previously spec only referred
    to the members of pname:pCommandBuffers being affected by this bit.
    Added a separate slink:VkSubmitInfo Valid Usage restriction
    also applies to any secondary command buffers that are recorded into
    the primary command buffers in pname:pCommandBuffers (internal issue
  * Clarify that slink:VkDeviceCreateInfo::pname:pEnabledFeatures can be
    NULL (internal issue 117).
  * Remove "the value of" where it is redundant (e.g. speaking of an API
    parameter, struct member, or SPIR-V variable, but not when speaking
    of color components) (internal issue 175).
  * Forced patch version to always be 0 in the header. Add a
    "VK_API_VERSION_<major>_<minor>" macro for people to use to do the
    right thing. Add a VK_HEADER_VERSION which captures the header
    release number independent of the spec patch number (internal issue
  * Correct description of
    slink:VkPipelineShaderStageCreateInfo::pname:pName to "a pointer to
    a null-terminated UTF-8 string" (internal issue #197).

Other Commits:
  * Updated DataFormat spec reference to the new date for revision 5 of
    that spec.
  * Fixed KEEP option (to retain LaTeX intermediate files) in the
    Makefile to be included when edited there, as well as set on the
    command line.
  * Reserve and add "VK_IMG_filter_cubic" to the registry, and implement
    script functionality to add and remove validity from existing
    functions. Includes schema and readme changes.
  * Update GL_KHR_vulkan_glsl so push_constants do not have descriptor


Vulkan resource list:

English forum / (WIP) Vulkan plugin for GeeXLab: line width
« on: March 11, 2016, 05:47:36 PM »
Cool, the line width is back with Vulkan!

Line width: 4.0

Line width: 10.0

English forum / Re: GeeXLab command line parameters?
« on: March 11, 2016, 11:40:07 AM »
I will check the command line parameters for the next version and post a new list.

English forum / Re: Fastest way to upload vertices?
« on: March 01, 2016, 03:38:02 PM »
I think the fastest way to upload your vertices is to have functions in the gh_vertex_pool that take a Python array as input. I will add such functions (for positions, colors) asap.

3D-Tech News Around The Web / NVIDIA Pascal architecture at Computex 2016
« on: February 26, 2016, 07:05:22 PM »
NVIDIA GP104, GP100 at Computex 2016?

According to SweClockers’ sources NVIDIA might be ready to unveil its new architecture at Computex 2016 (May 31st –  June 4th). However if any difficulties are met on new TSMC 16nm FinFET process, this launch could transform to paper launch.


English forum / Re: How to use webcam texture in a GLSL Shader
« on: February 26, 2016, 06:37:34 PM »
Thanks for the effect!

copy webcam code from geexlab_code_sample_pack/host_api/webcam/webcam_win32_spout_test.xml ( the other demos didn't work on my rig for some reason)

I think it's because the demo tries to connect to the second webcam. Look for the following line in the INIT script:
Code: [Select]
gh_utils.webcam_start(webcam1, 2)

and replace it by:
Code: [Select]
gh_utils.webcam_start(webcam1, 1)

I have two webcams on my system and I forgot to update the demos.

English forum / (WIP) Vulkan plugin for GeeXLab: textures
« on: February 26, 2016, 05:38:58 PM »
The plugin has some basic texture management. The following demo shows a simple textured quad:

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:
* 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
    pname:pSparseMemoryRequirementCount parameter (internal issue 132)
    (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.


Vulkan resource list:

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...

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.

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

New update:
- GPU-Z 0.8.7

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.



added to Vulkan resources list:

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

New update:
- Notepad++ 6.9

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.

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 (
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

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