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Messages - Stefan

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Today, we are releasing Build 14251 Windows Insiders in the Fast ring.
Sharp-eyed Insiders likely noted the big jump in build numbers from our last preview build (11102). Historically, the codebase for mobile had a different OS version than the codebase for PC because they were developed by different teams on different schedules. With Windows 10, we became one Windows team and brought these two codebases together. We started by changing the version string displayed in the UI to be consistent, which is why you saw similarly labeled builds over the past year for both Mobile and PC, but the underlying binary version numbers were still different. As part of our work getting the common codebase ready for the next release, we decided to complete that work and sync the build numbers between mobile and PC. Because the mobile codebase used higher build numbers than PC, we needed to jump ahead a bunch of build numbers to ensure updates to future builds will continue to work. So that’s why build numbers went from 11105, 11106, and 11107 to 14251.

This build doesn’t have notable new features in it but I encourage you to check out the new Cortana improvements we released to Insiders earlier this week. The January update to the Xbox Beta app for Windows 10 is also now available with some really nice improvements for Insiders to try out and give us feedback.

This build does contain some really good bug fixes that Insiders will appreciate:
  • We fixed the issue where some PC games would crash switching from windowed mode to full screen, upon game resolution change, or upon launch due to a bug in Windows graphics stack. So play your games! If you run into any issues – please let us know by reporting in the Feedback app and include the game title.
  • We fixed the issue where applications such as Narrator, Magnifier, and third-party assistive technologies may experience intermittent issues or crashes.
  • We fixed an issue where File Explorer would crash frequently when DPI settings were at 175%.
I also want to reiterate once again that with the change to release builds faster to Windows Insiders in the Fast ring, bugs like the ones we had in the last build (or the File Explorer copy UX from the prior build) are going to pop up. Sometimes it might be several builds before we get these bugs fixed. And there might be times where a build we release contains bugs we haven’t found in internal testing as well.

We’re at the beginning of a new development cycle for our next feature update to Windows 10, and that means teams will be checking in lots of new code as they integrate their feature payloads. Being an Insider means you’re getting the latest code changes, and working with new builds that are relatively new even for Microsoft employees. If this worries you, you can switch to the Slow ring and stick with less frequent but more stable builds.

English forum / How to use keyboard in ported Shadertoy demos
« on: January 27, 2016, 05:08:34 PM »
Here is a nice keyboard controlled demo: Key Quest

I tried to port it to GeeXLab - download here

Keyboard action in the info quad works fine, but i have no idea how to send virtual key codes through the "iChannel" to the pixel shader.

Thats' what i tried:

Code: [Select]
  if (gh_input.keyboard_is_key_down(KC_B) == 1) then
    _keyboard_last_time = elapsed_time
    key_str = "B"
    virtual_key = 66

-- this doesn't work...
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel3", virtual_key)

-- this works
gfx.write_text(10, 160, 1, 1, 0, 1, "Press buttons ABCDEFGHK")
gfx.write_text(10, 180, 1, 0, 0, 1, "" .. key_str)

3D-Tech News Around The Web / Intel SDK for OpenCL Applications 2016
« on: January 27, 2016, 04:29:32 PM »
Intel® SDK for OpenCL™ Applications 2016 is now available including GPU Kernel Debugger for Windows (Beta) and standalone release for Linux.

Rise of the Tomb Raider & The Division Beta Game Ready Drivers Released

The new GeForce Game Ready 361.75 WHQL drivers for Rise of the Tomb Raider and Tom Clancy's The Division beta test are now available to download via GeForce Experience. With Game Ready optimizations and SLI profiles for the two new action titles, our latest set of drivers will deliver the best possible experience whilst raiding tombs and battling foes in New York City.

English forum / Re: How to use mouse-click
« on: January 26, 2016, 06:19:43 PM »
Here is a pack with mouse-click controlled shaders

I remember to have stumbled over Shadertoy demos with keyboard control, but i passed on them because the keyboard is stuffed in an iChannel

I take another look if i find these demos again...

English forum / Re: How to use mouse-click
« on: January 25, 2016, 02:15:40 AM »
got it working now

Code: [Select]
local mx, my = gh_input.mouse_getpos()
local mz = gh_input.mouse_get_button_state(1)
local mw = mz

gh_gpu_program.uniform4f(shadertoy_prog, "iMouse", mx, -(my - winH), mz, mw)

I will add both mouse-click and mouse-over versions to next demo pack.

English forum / Re: How to use mouse-click
« on: January 24, 2016, 10:44:01 PM »
Here is another demo: 2D Radial Repeat : Hex RadClick
Besides mouse i patched other issues.

section id
shifted to bottom left of the screen, away from GeeXLab's overlay

uv.x += iDate.w ; // rotate each radius offset with constant speed
doesn't work, replaced with
uv.x += iGlobalTime ;

mouse click
if(iMouse.z>0.) pos = iMouse.xy;
replaced with mouse over
if(iMouse.x>20.) pos = iMouse.xy;

>>>Get ported version here<<<

3D-Tech News Around The Web / Re: Firefox - WebGL Off the Main Thread
« on: January 23, 2016, 02:10:08 PM »
From my understanding each website needs to be recoded for that.

Otherwise you can  "Enable multi-process" in new FF versions.

Playable racing game demos became rare recently, so here you go.

Just in time for the Rally Monte Carlo  8)

Discover the 2015 FIA WORLD RALLY CHAMPIONSHIP season in this demo version of WRC 5!

Sébastien Loeb Rally EVO

English forum / How to use mouse-click
« on: January 23, 2016, 12:51:10 AM »
I found a demo LED scoreboard, that is controlled by mouse-click.
How do i do that in GeeXLab, sth. with gh_input.mouse_get_button_state() ?
EDIT: solution below

As a work-around i replaced mouse-click with mouse-over in the pixel shader

    vec3 col = iMouse.w > 0.5 ? flag( DE ) : flag( RU );
    if ( p.x > 0.5 + halfStripe ){ col = iMouse.w > 0.5 ? flag( RU ) : flag( DE ); }

replaced with

    vec3 col = iMouse.x > 0.5*iResolution.x ? flag( DE ) : flag( RU );
    if ( p.x > 0.5 + halfStripe ){ col = iMouse.x > 0.5*iResolution.x ? flag( RU ) : flag( DE ); }

>>>Get ported version here<<<

3D-Tech News Around The Web / Firefox - WebGL Off the Main Thread
« on: January 22, 2016, 07:32:53 PM »
WebGL Off the Main Thread

We’re happy to announce WebGL in Web Workers in Firefox 44+! Using the new OffscreenCanvas API you can now create a WebGL context off of the main thread.

To follow along, you’ll need a copy of Firefox 44 or newer (currently Firefox Developer Edition or Firefox Nightly). You’ll have to enable this API by navigating to about:config in Firefox, searching for gfx.offscreencanvas.enabled, and setting it to true.  You can grab the code examples from GitHub or preview it here in Firefox 44+ with gfx.offscreencanvas.enabled set to true.  This functionality is not yet available on Windows pending ANGLE support.  AlteredQualia points out things are running great on Windows/FF Nightly 46.

Sample Application for Direct3D 12 Flip Model Swap Chains

Using swap chains in D3D12 has additional complexity compared to D3D11. Only flip model [1] swap chains may be used with D3D12. There are many parameters that must be selected, such as: the number of buffers, number of in-flight frames, the present SyncInterval, and whether or not WaitableObject is used. We developed this application internally to help understand the interaction between the different parameters, and to aid in the discovery of the most useful parameter combinations. The application consists of an interactive visualization of the rendered frames as they progress from CPU to GPU to display and through the present queue. All of the parameters can be modified in real time. The effects on framerate and latency can be observed via the on-screen statistics display.

Note for NVIDIA Optimus users:
NVCPLUI.EXE must run in admin mode to find Windows store apps.

CUDA Application Support:
In order to run Mac OS X Applications that leverage the CUDA architecture of certain NVIDIA graphics cards, users will need to download and install the 7.5.25 driver for Mac located here.

New in Release 346.03.05f01:
  • Graphics driver updated for Mac OS X El Capitan 10.11.3 (15D21)
  • Contains performance improvements and bug fixes for a wide range of applications.
  • Includes NVIDIA Driver Manager preference pane.
  • Includes BETA support for iMac and MacBook Pro systems with NVIDIA graphics
Release Notes Archive:
This driver update is for Mac Pro 5,1 (2010), Mac Pro 4,1 (2009) and Mac Pro 3,1 (2008) users.

BETA support is for iMac 14,2 / 14,3 (2013), iMac 13,1 / 13,2 (2012) and MacBook Pro 11,3 (2013), MacBook Pro 10,1 (2012), and MacBook Pro 9,1 (2012) users.

Nice background for GL-Z, is it a simple image or shader?

A shader:

actually the sandboxified version:

I'll upload a new demo package soon

Tightening Up the Graphics: Tools and Techniques for Debugging and Optimization

Graphics is cool, complex, and lets you be the detective in a murder mystery in which you are often the murderer! Try lots of stuff when designing, debugging, profiling, and optimizing your stuff. Testing is the way to enlightenment. Take full advantage of the tools at your disposal. Make the GPU’s life easier and it will reward you with pretty, fast frames.


AMD ACL 1.0 GA Now Available

In October 2015, AMD released the AMD ACL 1.0 Beta 2, the second version of the AMD Compute Library (ACL), which provided important improvements in the clBLAS, clFFT, and clSPARSE ...

Calculating large FFTs in memory-constrained systems
­AMD Compute Library (ACL) 1.0 GA (General Availability) includes some new features and improvements over beta2 (for more information, click here). The ACL clFFT library includes the ability to ...

Improve FFT post-processing performance using clFFT Post-callback

In my previous blog, I explained the pre-callback feature of the clFFT library that gives a new and faster way to pre-process input data before the FFT operation is performed. ...

3D-Tech News Around The Web / Intel HD Graphics Driver WHQL
« on: January 19, 2016, 05:21:33 PM »
Download from Gigabyte, no vendor ID restriction

64 bit
32 bit

This driver at MS update with additional Cherryview support
32 bit
64 bit

No obvious changes to OpenGL

3D-Tech News Around The Web / NVIDIA - Engaging the Voyage to Vulkan
« on: January 16, 2016, 12:22:29 AM »
Vulkan is currently in its final stage of development and we want to share with you what makes it a great graphics API and what some of the differences to OpenGL are. NVIDIA believes strongly that Vulkan supplements OpenGL, and that both APIs have their own strengths.
Vulkan’s strengths lie in the explicit control and multi-threading capabilities that by design allow us to push more commands to the GPU in less CPU time and have finer-grained cost control.

Read on...

Welcome to the Graphics API Developer’s Guide for 6th generation Intel® Core™ processors, which provide developers and end users with cutting-edge CPU and graphics power enhancements, numerous added features and capabilities, and significant performance gains.
This guide is designed to help software developers optimize applications (apps) for use on systems with 6th gen Intel® Core™ processors, and best leverage the myriad upgrades and expansions that these processors introduce. Inside, you’ll find an overview of these processors' next-generation graphics hardware, and how to best design software to take advantage of them. You'll also find guidance on structuring and optimizing Direct3D* 12 and OpenGL* 4.4 code, as well as hints, tutorials, step-by-step instructions, and references to key code samples that will help with the app development process.
This guide expands on previous guides and tutorials. For additional details, or further hints, tips, and expert insights on Intel® processors and prior graphics APIs, you can reference a full range of reference materials at Intel's online Processor Graphics document library.

Download Now

Welcome to 2016 and a new year full of new builds for Windows Insiders. Today we have a new PC build we’re releasing to Insiders in the Fast ring: Build 11099.
As with the previous build, this build does not include big noticeable changes or new features yet. Our focus through the holidays was on structural improvements to OneCore, which is the shared core of Windows across devices. The code refactoring and other engineering work we’ve been doing to optimize OneCore is nearing the point where we will be ready for teams to begin checking in new features and improvements. It will still be a few builds before any really noticeable changes show up, depending on when teams begin lighting up new features in their areas. We’re excited for Insiders to use this build to validate the work we’ve been doing to OneCore, so give this build a try and let us know of any issues you run into via the Windows Feedback app.
As I explained in the prior post, we are making some changes to how we release builds to the Fast ring starting in 2016. The criteria we use to release builds to Windows Insiders in the Fast ring will be much closer to our criteria for flighting to our internal rings. This will allow more builds to reach Windows Insider. This also means that the builds we release to the Fast ring may include more bugs and other issues that could be slightly more painful for some people to live with. If you’d rather stick with less frequent but more stable builds, you can switch to the Slow ring by going to Settings > Update & Security > Windows Update > Advanced options and under “Get Insider Preview builds” moving the slider to the Slow ring.
As a reminder, we will be publishing known issues for builds we release in the Insider Hub rather than in our blog posts here. You can find the known issues for this build here.
I do want to note something that we fixed in this build which was a known issue in the last build: the progress dialog when copying or deleting files via File Explorer now shows up as expected.

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