« on: February 11, 2011, 05:50:42 PM »
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OpenGL Extensions Viewer
Updated to the version 3.35 :
Improved DX11 detection, updated database, bug fixes in the user interface, and API for installer (OpenGL Detection).
A beta release of GLIntercept 1.0 is now out at:
A few things to note:
- This is more a maintainable release - new function entry points and some minor bug fixes.
- OpenGL3.0 + pure core profiles do not work correctly (will be fixed)
- New resource types like array textures, geometry shaders etc are not currently logged.
- No x64 bit program support.
- Nvidia's multi threadded driver seems to issue an internal wglGetPixelFormat call on the first glGetError() after SwapBuffers. This internal call occurs on a different thread that does not have the main OpenGL conext - so it results in the OpenGL error:
"GL ERROR - Function wglGetPixelFormat generated error GL_INVALID_OPERATION"
for the first 23 times swap buffers is called.
To fix, disable the multi-threadded driver from the Nvidia control panel:
"Manage 3D settings -> Threadded Optimization -> Off"
or you can enable the GLIntercept option "ThreadChecking = True" which will report the extra wglGetPixelFormat call occuring on a different thread. (as well as some other wglDescribePixelFormat calls made by the driver)
I will probably do a few more betas before the final, so hopefully a few of the above features/fixes will make it in.
As there are so many other OpenGL loggers on Windows these days I will probably not do too many more updates. (and OpenGL is a hard API to write a debugger for)
Let me know of any bugs you encounter.
Today, we’re launching Flash Player 10.2 for Windows, Mac, and Linux. We’re especially excited that this release introduces Stage Video, a full hardware accelerated video pipeline for best-in-class, beautiful video across platforms and browsers. Additionally, this version of Flash Player offers all the new capabilities previewed in our beta release, like custom native mouse cursors, multiple monitor full-screen support, Internet Explorer 9 hardware accelerated rendering support, and enhanced sub-pixel rendering for superior text readability.
"ATI Mobility Radeon HD 3650" = ati2mtag_M76_PRAI, PCI\VEN_1002&DEV_9591&SUBSYS_833810F7
"ATI Mobility Radeon HD 4650" = ati2mtag_M9x_PRAI, PCI\VEN_1002&DEV_9480&SUBSYS_833810F7
"ATI Mobility Radeon HD 5650" = ati2mtag_Manhattan_PRAI, PCI\VEN_1002&DEV_68C1&SUBSYS_833810F7
This document describes the environment, organization, and program state of the AMD HD 6900 series of devices.
It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers.
This section provides information on new features found in this release of the ATI
FirePro™/FireGL™ Unified Driver. These include the following:
Adds support for OpenCL SDK v2.2 with OpenCL 1.1, and bundles its runtime as
part of unified driver
o For details: http://developer.amd.com/gpu/atistreamsdk/pages/default.aspx
ATI Eyefinity - HydraVision enhancements:
o Maximizing a window across displays will now take user defined bezel
compensation into account
o Automatically adjusts window position when dragging and dropping
windows to ensure title bar visibility
o Proper dialog box placement - dialogs do not cross displays, are not hidden
behind bezels, and can be designated to be shown on the users “preferred”
The following performance enhancements are supported in the ATI FirePro™/FireGL™
Unified Driver version 8.773.1.1:
Inventor 2011 performance gains on ATI FirePro™ and ATI FireGL™ graphics
SPECviewperf 11 performance gains on ATI FirePro™ Vx800 series
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Presented by NVIDIA)
This talk will focus on next generation graphics effects developed for Epic's GDC 2011 Samaritan demo. Epic engineers, in collaboration with NVIDIA, extended the engine to support Direct3D 11 and add displacement mapping. This talk will explain the bumps encountered and overcome along the way, along with extensive details on how displacement mapping was exploited in the demo. The talk will also explain in detail the many other new graphical features highlighted in the demo: screen space surface scattering for skin rendering, deferred rendering with MSAA, short hair rendering, blurry reflections based on ray-casting an approximate scene, and high quality depth of field featuring custom bokeh.
Realistic and Interactive Clothing in Epic Games Samaritan Demo Using NVIDIA APEX (Presented by NVIDIA)
In this session, we will show how artists can generate realistic and interactive clothing using the APEX Clothing module. Step by step, we will demonstrate the full authoring pipeline, from DCC tools to final integration into a game engine (in this case Unreal Engine 3) and present how real clothing can provide a totally new cinematic game experience. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles and Turbulence) which significantly speed up creation and inclusion of scalable, dynamic content without large engineering effort into any game engine.
Ocean Sim is a community sponsored development project. A first build was already available for contributors, and now the general public has access to it as well!
Yes folks, we’ve reached a milestone! We’ve ironed out most of the issues and bugs in the OceanSim Build of Blender 2.56, and are ready to have the wider Blender community have a look at it!
Based on the budget we generated from donations, we’ve reached a feature-complete version of the OceanSim branch. Any further work from Phase1/2 will be bugfixing.
We currently have builds available for Win32/64, Linux32/64, and OSX10.5+ available on our Builds Download page here. There is also a code patch in case you’d like to build your own. New bugs or issues can be reported on our Bug Tracker page.
Check out the features list and download a build!
Microsoft Small Basic is a project that is aimed at making computer programming accessible to beginners. The project comprises a simple programming language that gathers inspiration from the original BASIC programming language; a modern and attractive programming environment; and rich, extensible libraries. Together they make programming fun for kids and adults alike.
Field-Programmable Gate Arrays (FPGAs) have been considered as possible implementation platforms for computation since the early 1990's. Over the technology generations, the regularity of FPGA designs has allowed them to stay at the leading edge of each new technology node, with architectural innovations enabling their widespread adoption for embedded applications. The potential of FPGAs for scientific computations is well understood today; nonetheless, long implementation cycles have hindered their faster adoption for numerically intensive scientific applications. We currently stand on a threshold, where various key research contributions and initiatives have the potential for propel FPGA-based computation from the embedded space into scientific computing. At the same time, other "accelerator technologies" such as GPGPU are beginning to make deep inroads into traditional HPC, with the potential for common design capture languages such as OpenCL.
3.2.8 - 3rd Feb 2011
- Greatly reduced CPU usage while recording on most configurations
- Fixed black areas in captures from Flight Simulator (FS9/FSX)
- Fixed counter not showing in correct position for some windowed applications
- Fixed crash when recording DWM at 1366x768 on 64-bit versions of Windows
- Fixed counter appearing in Google Talk
Duty Calls is a parody; it is not associated with Activision or the Call of Duty games
Electronic Arts today released Duty Calls, a fully playable free downloadable game that takes on some of today's most popular shooters. A teaser movie is also available.
Intel® OpenCL SDK update with full coverage of the OpenCL* 1.1 standard to the Intel® CoreTM processors, and support for both 32-bit and 64-bit applications on Windows* based operation systems.
Lots of great feedback in this forum has helped to shape this update release and I would like to thank you. We continue to process your feedback and will extend our support and feature set in future releases.
Here is what’s new:
* 64 bit support
* Full coverage of the OpenCL 1.1 standard on the CPU (check Intel® OpenCL SDK website for conformance status)
* Preview Feature: Support for printf() in OpenCL™ C kernels (cl_intel_printf)
* Preview Feature: Support for function overloading (cl_intel_overloading)
* Intel OpenCL Offline compiler bug fixes and improvements
* Many other bug fixes
NShader is an extension to Visual Studio 2008/2010 that provides syntax highlighting for various shader languages including HLSL - GLSL - CG..
* 29 Jan 2011, NShader 1.2 - VS2010. This release is only working with VS2010 and includes the following bugfix/enhancement:
* Bugfix when using NShader from a user domain account
* Bugfix on preprocessor directive that were not highlighted correctly
* Bugfix for strings. Strings are now highlighted correctly
* Add new GLSL keywords 4.0
* Add new HLSL keywords (Interpolation Modifiers, register modifier)
* Add *.fxh files extension for HLSL files
* Add *.geom files extension for GLSL files
dxProf 1.0.8 is released
- Fixes crash when minimizing target application
- Added merging of sequential events with identical callstack
DxProf is a realtime DirectX profiling tool for easy identification of performance bottlecks on the GPU. DirectX 9, DirectX 10, and DirectX 11 are supported.
The 4pixels Compute Toolkit Workbench is a powerful rapid prototyping environment. All kernels supported by the CTK can easily be connected to data sources and data viewers. New kernels can be created by entering the OpenCLTM source code and defining inputs and outputs. Images, binary data
and audio streams are supported. All results are visible in real time.