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3D-Tech News Around The Web / NVIDIA Quadro and Tesla driver 376.51
« on: January 07, 2017, 03:08:56 AM »
 Windows 7 64-bit
Windows Server 2008 R2 64
New in Release 376.51

Bug Fix
Corrected an installer failure on Windows 7 64-bit and Windows Server 2008 R2 64 bit, where Tesla P100, P4 or P40 was not recognized.

Supported GPUs listed below. On other rigs help yourself with modified INF

DriverVer   = 12/25/2016,   NVIDIA_DEV.06D1 = "NVIDIA Tesla C2050 / C2070"
 NVIDIA_DEV.06D1.0771.10DE = "NVIDIA Tesla C2050"
 NVIDIA_DEV.06D1.0772.10DE = "NVIDIA Tesla C2070"
 NVIDIA_DEV.06D2 = "NVIDIA Tesla M2070"
 NVIDIA_DEV.06D2.0774.10DE = "NVIDIA Tesla M2070"
 NVIDIA_DEV.06D2.0830.10DE = "NVIDIA Tesla M2070"
 NVIDIA_DEV.06D2.0842.10DE = "NVIDIA Tesla M2070"
 NVIDIA_DEV.06D2.088F.10DE = "NVIDIA Tesla X2070"
 NVIDIA_DEV.06D2.0908.10DE = "NVIDIA Tesla M2070"
 NVIDIA_DEV.06D8 = "NVIDIA Quadro 6000"
 NVIDIA_DEV.06D9 = "NVIDIA Quadro 5000"
 NVIDIA_DEV.06DD = "NVIDIA Quadro 4000"
 NVIDIA_DEV.06DE = "NVIDIA Tesla T20 Processor"
 NVIDIA_DEV.06DE.0773.10DE = "NVIDIA Tesla S2050"
 NVIDIA_DEV.06DE.082F.10DE = "NVIDIA Tesla M2050"
 NVIDIA_DEV.06DE.0840.10DE = "NVIDIA Tesla X2070"
 NVIDIA_DEV.06DE.0842.10DE = "NVIDIA Tesla M2050"
 NVIDIA_DEV.06DE.0846.10DE = "NVIDIA Tesla M2050"
 NVIDIA_DEV.06DE.0866.10DE = "NVIDIA Tesla M2050"
 NVIDIA_DEV.06DE.0907.10DE = "NVIDIA Tesla M2050"
 NVIDIA_DEV.06DE.091E.10DE = "NVIDIA Tesla M2050"
 NVIDIA_DEV.06DF = "NVIDIA Tesla M2070-Q"
 NVIDIA_DEV.06DF.084D.10DE = "NVIDIA Tesla M2070-Q"
 NVIDIA_DEV.06DF.087F.10DE = "NVIDIA Tesla M2070-Q"
 NVIDIA_DEV.0DD8 = "NVIDIA Quadro 2000"
 NVIDIA_DEV.0DD8.0914.10DE = "NVIDIA Quadro 2000D"
 NVIDIA_DEV.0DF8 = "NVIDIA Quadro 600"
 NVIDIA_DEV.0DF8.0835.10DE = "NVIDIA Quadro 600"
 NVIDIA_DEV.0DF9 = "NVIDIA Quadro 500M"
 NVIDIA_DEV.0DFA = "NVIDIA Quadro 1000M"
 NVIDIA_DEV.0E3A = "NVIDIA Quadro 3000M"
 NVIDIA_DEV.0E3B = "NVIDIA Quadro 4000M"
 NVIDIA_DEV.0FF3 = "NVIDIA Quadro K420"
 NVIDIA_DEV.0FF9 = "NVIDIA Quadro K2000D"
 NVIDIA_DEV.0FFE = "NVIDIA Quadro K2000"
 NVIDIA_DEV.0FFF = "NVIDIA Quadro 410"
 NVIDIA_DEV.0FFF.094A.10DE = "NVIDIA Quadro 410"
 NVIDIA_DEV.1021 = "NVIDIA Tesla K20Xm"
 NVIDIA_DEV.1022 = "NVIDIA Tesla K20c"
 NVIDIA_DEV.1023 = "NVIDIA Tesla K40m"
 NVIDIA_DEV.1024 = "NVIDIA Tesla K40c"
 NVIDIA_DEV.1026 = "NVIDIA Tesla K20s"
 NVIDIA_DEV.1027 = "NVIDIA Tesla K40st"
 NVIDIA_DEV.1028 = "NVIDIA Tesla K20m"
 NVIDIA_DEV.1029 = "NVIDIA Tesla K40s"
 NVIDIA_DEV.102A = "NVIDIA Tesla K40t"
 NVIDIA_DEV.102D = "NVIDIA Tesla K80"
 NVIDIA_DEV.103A = "NVIDIA Quadro K6000"
 NVIDIA_DEV.103C = "NVIDIA Quadro K5200"
 NVIDIA_DEV.107C.102F.10DE = "NVIDIA NVS 315"
 NVIDIA_DEV.1091 = "NVIDIA Tesla M2090"
 NVIDIA_DEV.1091.0887.10DE = "NVIDIA Tesla M2090"
 NVIDIA_DEV.1091.088E.10DE = "NVIDIA Tesla X2090"
 NVIDIA_DEV.1091.0891.10DE = "NVIDIA Tesla X2090"
 NVIDIA_DEV.1094 = "NVIDIA Tesla M2075"
 NVIDIA_DEV.1094.0888.10DE = "NVIDIA Tesla M2075"
 NVIDIA_DEV.1096 = "NVIDIA Tesla C2075"
 NVIDIA_DEV.1096.0910.10DE = "NVIDIA Tesla C2075"
 NVIDIA_DEV.1096.0911.10DE = "NVIDIA Tesla C2050"
 NVIDIA_DEV.109B = "NVIDIA Quadro 7000"
 NVIDIA_DEV.109B.0918.10DE = "NVIDIA Quadro 7000"
 NVIDIA_DEV.118F = "NVIDIA Tesla K10"
 NVIDIA_DEV.1194 = "NVIDIA Tesla K8"
 NVIDIA_DEV.11B4 = "NVIDIA Quadro K4200"
 NVIDIA_DEV.11B6 = "NVIDIA Quadro K3100M"
 NVIDIA_DEV.11B7 = "NVIDIA Quadro K4100M"
 NVIDIA_DEV.11BA = "NVIDIA Quadro K5000"
 NVIDIA_DEV.11BC = "NVIDIA Quadro K5000M"
 NVIDIA_DEV.11BD = "NVIDIA Quadro K4000M"
 NVIDIA_DEV.11BE = "NVIDIA Quadro K3000M"
 NVIDIA_DEV.11FA = "NVIDIA Quadro K4000"
 NVIDIA_DEV.11FC = "NVIDIA Quadro K2100M"
 NVIDIA_DEV.12B9 = "NVIDIA Quadro K610M"
 NVIDIA_DEV.13BA = "NVIDIA Quadro K2200"
 NVIDIA_DEV.13BB = "NVIDIA Quadro K620"
 NVIDIA_DEV.13BC = "NVIDIA Quadro K1200"
 NVIDIA_DEV.13F0 = "NVIDIA Quadro M5000"
 NVIDIA_DEV.13F1 = "NVIDIA Quadro M4000"
 NVIDIA_DEV.13F2.113A.10DE = "NVIDIA Tesla M60"
 NVIDIA_DEV.13F2.115E.10DE = "NVIDIA Tesla M60"
 NVIDIA_DEV.13F2.115F.10DE = "NVIDIA Tesla M60"
 NVIDIA_DEV.13F3.1143.10DE = "NVIDIA Tesla M6"
 NVIDIA_DEV.13F8.11DD.10DE = "NVIDIA Quadro M5000 SE"
 NVIDIA_DEV.13FA.11C9.10DE = "NVIDIA Quadro M3000 SE"
 NVIDIA_DEV.1430 = "NVIDIA Quadro M2000"
 NVIDIA_DEV.1431.1193.10DE = "NVIDIA Tesla M4"
 NVIDIA_DEV.15F7.11DA.10DE = "NVIDIA Tesla P100-PCIE-12GB"
 NVIDIA_DEV.15F8.118F.10DE = "NVIDIA Tesla P100-PCIE-16GB"
 NVIDIA_DEV.15F9.116B.10DE = "NVIDIA Tesla P100-SXM2-16GB"
 NVIDIA_DEV.17F0 = "NVIDIA Quadro M6000"
 NVIDIA_DEV.17F1 = "NVIDIA Quadro M6000 24GB"
 NVIDIA_DEV.17FD.1171.10DE = "NVIDIA Tesla M40"
 NVIDIA_DEV.17FD.1173.10DE = "NVIDIA Tesla M40 24GB"
 NVIDIA_DEV.1B30 = "NVIDIA Quadro P6000"
 NVIDIA_DEV.1B38.11D9.10DE = "NVIDIA Tesla P40"
 NVIDIA_DEV.1BB0 = "NVIDIA Quadro P5000"
 NVIDIA_DEV.1BB3.11D8.10DE = "NVIDIA Tesla P4"
 NVIDIA_DEV.1BB3.11E0.10DE = "NVIDIA Tesla P4

Driver Version:
Release Version: Production Version

Platforms/ Operating System(s):   

7th Gen Intel(R) Core(TM) processor family (Codename Kaby Lake)
    Microsoft Windows* 10-64
Release Date: December 20, 2016

>download now<

ATM only for DELL OEM

On other rigs help yourself with modified INF, supported GPUs listed below "Localizable Strings"

Vulkan installer is version 1.033, i can't check actually exposed API version, my old Broadwell is out of the race  :P

Code: [Select]

; Localizable Strings

iSKLDTGT2       = "Intel(R) HD Graphics 530"
iSKLDTGT1       = "Intel(R) HD Graphics 510"
iSKLHaloGT1     = "Intel(R) HD Graphics 510"
iSKLHaloGT4     = "Intel(R) Iris(TM) Pro Graphics 580"
iSKLHaloGT3fe   = "Intel(R) Iris(TM) Graphics 555"
iSKLHaloGT2     = "Intel(R) HD Graphics 530"
iSKLSRVGT3e     = "Intel(R) Iris(TM) Graphics P555"
iSKLSRVGT4      = "Intel(R) Iris(TM) Pro Graphics P580"
iSKLWSGT2       = "Intel(R) HD Graphics P530"
iSKLWSGT4       = "Intel(R) Iris(TM) Pro Graphics P580"
iBXTGTP       = "Intel(R) HD Graphics" 
iBXTGTP12     = "Intel(R) HD Graphics" 
iKBLULTGT1     =   "Intel(R) HD Graphics 610"
iKBLULTGT2     =   "Intel(R) HD Graphics 620"
iKBLULTGT2F    =   "Intel(R) HD Graphics 620"
iKBLULTGT3E15  =   "Intel(R) Iris(TM) Plus Graphics 640"
iKBLULTGT3E28  =   "Intel(R) Iris(TM) Plus Graphics 650"
iKBLULXGT2     =   "Intel(R) HD Graphics 615"
iKBLDTGT1      =   "Intel(R) HD Graphics 610"
iKBLDTGT2      =   "Intel(R) HD Graphics 630"
iKBLHALOGT1    =   "Intel(R) HD Graphics 610"
iKBLHALOGT2    =   "Intel(R) HD Graphics 630"
iKBLWGT2       =   "Intel(R) HD Graphics P630"

English forum / Re: Shadertoy multipass demos
« on: December 31, 2016, 11:54:23 AM »
9 new demos, download now


some still need correct binding of texturecube

Can s.o. test Candy-Cat with recent AMD GPU?
NVIDIA fails to compile ? : = sequences in *Block
Intel compiler fails with: Unhandled exception at 0x00007FFB3CA56640 (igdusc64.dll) in GeeXLab.exe: Stack cookie instrumentation code detected a stack-based buffer overrun.

3D-Tech News Around The Web / AMD Radeon Instinct
« on: December 26, 2016, 03:44:31 PM »
Introducing Radeon Instinct: The Fusion of Human Instinct and Machine Intelligence

... we’re announcing Radeon Instinct. It’s not merely a new hardware brand, but a new initiative that combines our strength in compute with an enthusiastic embrace of open software.

We’ve invested heavily in high performance graphics and high performance compute, and now we’re poised for success in combining these two investments to create solutions. We’re the only company in the industry who can enable true high-performance heterogeneous applications to solve the problem of evaluating and acting on all this data. But we’re also thinking about how we can add value to the entire ecosystem.  We are doing that by embracing open software computing platforms, and open interconnects.

3D-Tech News Around The Web / Python 2.7.13 and 3.6.0 Released
« on: December 25, 2016, 07:49:57 PM »
 Python 2.7.13

  Release Date: 2016-12-17

Python 2.7.13 is a bugfix release in the Python 2.7.x series.
Full Changelog

 Python 3.6.0

  Release Date: 2016-12-23

Python 3.6.0 is the newest major release of the Python language, and it contains many new features and optimizations.  See the What’s New In Python 3.6 document for more information.
  Major new features of the 3.6 series, compared to 3.5 Among the new major new features in Python 3.6 are:
  • PEP 468, Preserving Keyword Argument Order
  • PEP 487, Simpler customization of class creation
  • PEP 495, Local Time Disambiguation
  • PEP 498, Literal String Formatting
  • PEP 506, Adding A Secrets Module To The Standard Library
  • PEP 509, Add a private version to dict
  • PEP 515, Underscores in Numeric Literals
  • PEP 519, Adding a file system path protocol
  • PEP 520, Preserving Class Attribute Definition Order
  • PEP 523, Adding a frame evaluation API to CPython
  • PEP 524, Make os.urandom() blocking on Linux (during system startup)
  • PEP 525, Asynchronous Generators (provisional)
  • PEP 526, Syntax for Variable Annotations (provisional)
  • PEP 528, Change Windows console encoding to UTF-8
  • PEP 529, Change Windows filesystem encoding to UTF-8
  • PEP 530, Asynchronous Comprehensions

English forum / Re: Shadertoy multipass demos
« on: December 25, 2016, 03:30:50 PM »
Last Incandescent
+ works

Drone Shepherd
- still don't know how to use iTimeDelta
- i was confused by texture bind in IMG EDIT: fix in next demo pack

>download now<

3D-Tech News Around The Web / Intel HD Graphics Driver
« on: December 24, 2016, 11:41:10 PM »
Intel® Graphics Test Driver

Version: (Previously Released) Date: 12/23/2016

This test version driver is provided to confirm pending driver code changes to modify an EDID through a non-Intel® application.


Unity 5.6 beta is now available
What’s in the 5.6 beta?

 Support for Vulkan – Take graphical performance to the next level

Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs on desktop and mobile platforms. It’s designed to take advantage of multiple CPU cores by allowing multiple threads to run in parallel. This means increased speed with reduced driver overhead and CPU workload, leaving the CPU free to do additional computation or rendering. In total, we’ve seen a rendering performance improvement out-of-the box up to 60% using Unity – that is without having to deal with any specifics of the Vulkan API.

Some tests i made.

 NB the editor itself doesn't support Vulkan (or D3D12) yet.
 Use RenderDoc to expose the renderer in the built project.

 Shadowgun MP
 fails after hours of downloading and importing with script and texture errors :(
 working "out-of-the-box":
 Survival Shooter
 Viking Village

 Adventure - Sample Game
EDIT: PhysX crash on entering the building
EDIT 2: fixed in beta 3

3D-Tech News Around The Web / HWiNFO32 & HWiNFO64 v5.42 released
« on: December 22, 2016, 06:32:50 PM »
Changes in HWiNFO32 & HWiNFO64 v5.42 - Released on:  Dec-22-2016: 
  • Added preliminary support of Intel Knights Mill.
  • Fixed reporting of some specific IPMI sensor values.
  • Enhanced sensor monitoring on ASUS MAXIMUS IX.
  • Changed reporting of NVMe drive failure state.
  • Improved NVMe drive enumeration, removed duplicate entries on some systems.
  • Fixed disappearing of sensor units in gadgets when the average column is hidden.
  • Enhanced sensor monitoring on ASUS PRIME Z270 and TUF Z270.
  • Fixed reporting of drive temperature for some drives.
  • Fixed drive enumeration via CSMI-SAS and Intel RST v15 support.
  • Enhanced sensor monitoring on ASUS X99-E-10G WS.
  • Added reporting of detailed SMART failure/warning in sensors.
  • Fixed monitoring of GPU VR, VRM, Liquid temperatures with AMD Crimson ReLive 16.12.2 or later.
  • Added preliminary support of AMD Polaris 12.
  • Fixed drive health indicator for Samsung SSDs.
  • Enhanced sensor monitoring on ASRock 200-series mainboards (preliminary).

3D-Tech News Around The Web / (Shadertoy) Rainforest
« on: December 22, 2016, 06:28:50 PM »

Another terrain, with cheap trees made of spheres with some noise. Not complete really, but I must move on. Analytic normals for terrain, tree envelope intersection, analytical normals for clouds, and other tricks involved. Art composed to camera as usual

IQ strikes again with a GPU burning demo

>GeeXLab version< windowed LQ and 1080p fullscreen HQ

Radeon Software Crimson ReLive Edition 16.12.2 Highlights

Fixed Issues
    • AMD FreeSync™ technology may experience performance issues with Borderless Fullscreen application support when a secondary display is attached and has dynamic content running such as video playback in a web browser or if other applications or game launchers are running on the primary screen in the background. A workaround if this issue is experienced is to minimize all other running applications that are on the primary desktop display or on non-primary extended displays.
    • Radeon ReLive may fail to install during installation on some system configurations.
    • Battlefield™1 may experience flashing or corruption when running in Multi GPU with Radeon RX 400 series.
    • Instant Replay fails to enable itself after it has been turned off due to content protection.
    • Radeon Settings may not load on system boot for some system configurations.
    • Fixed some errors in translations for Radeon Settings and Radeon ReLive.
    • Audio recorded by Radeon ReLive may sometimes exhibit slow motion when played back.
    • Radeon ReLive may experience recording issues or issues toggling the Overlay/Toolbar when Frame Rate Target Control is enabled. Users are suggested to disable Frame Rate Target Control when using Radeon ReLive.
    • Mouse cursor may stutter in recorded video when there is limited on screen activity outside of minor mouse movement.
    • In AMD Multi GPU configurations the secondary graphics product will exit the low power state when Radeon ReLive is enabled.
    • Radeon ReLive may sometimes not be able to take screenshots of secondary displays.
    • Chromium may fail to utilize hybrid decode for VP9 content.
    • DOTA™2 may experience game corruption when performing a task switch while recording with Radeon ReLive in AMD Multi GPU configurations.
    • Radeon ReLive Overlay/Toolbar will not launch or Record when running League of Legends™ in Administrator Mode and Windowed Borderless Fullscreen.
    • Long ping times may be experienced with some WiFi adapters.

3D-Tech News Around The Web / NVIDIA GeForce Hot Fix driver version 376.48
« on: December 22, 2016, 05:52:22 PM »
This is GeForce Hot Fix driver version 376.48 that addresses the following:
          Workaround to fix incorrect Folding@home work units.
          Fixed random flashes in Just Cause 3.
          Fixed some issues that could lead to Battlefield 1 crash
          Fixed SLI texture flickering in Battlefield 1.
          Fixed corruption in Wargame: Red Dragon game.
Click the appropriate link to download.
Windows 10
64-bit version
32-bit version
Windows 8.1/Windows 7:
64-bit version
32-bit version

3D-Tech News Around The Web / Re: VFPR - a Vulkan Forward Plus Renderer
« on: December 20, 2016, 06:27:35 PM »
Sponza was no problem with my little laptop, then i tried San Miguel which is ~ 80 times bigger
Too much for my rig i guess...

NB: Visual Studio didn't like the dash in "San-Miguel" so i renamed it to "San_Miguel" (don't forget to hex edit OBJ file)

Code: [Select]
>    vfpr.exe!VContext::getWindowFrameBufferSize() Line 45    C++
     vfpr.exe!_VulkanRenderer_Impl::resize(int width, int height) Line 331    C++
     vfpr.exe!VulkanRenderer::resize(int width, int height) Line 1955    C++
     vfpr.exe!_ShowBase_Impl::onResize(int width, int height) Line 213    C++
     vfpr.exe!_ShowBase_Impl::createWindow::__l2::<lambda>(GLFWwindow * window, int width, int height) Line 71    C++
     vfpr.exe!void <lambda>(GLFWwindow *, int, int)::<lambda_invoker_cdecl>(GLFWwindow * window, int width, int height) Line 71    C++
     vfpr.exe!_glfwInputFramebufferSize(_GLFWwindow * window, int width, int height) Line 93    C
     vfpr.exe!windowProc(HWND__ * hWnd, unsigned int uMsg, unsigned __int64 wParam, __int64 lParam) Line 709    C

changes to main.cpp

Code: [Select]
TestSceneConfiguration san_miguel_200_lights
    util::getContentPath("san_miguel/san_miguel.obj"),  //model_file
    0.01f,  // scale
    glm::vec3{ -15, -5, -5 },  // min_light_pos
    glm::vec3{ 15, 20, 5 },  // max_light_pos
    5.0f,  // radius
    200,  // light num
    glm::vec3{ 12.7101822f, 1.87933588f, -0.0333303586f },  // camera position
    glm::quat{ 0.717312694f, -0.00208670134f, 0.696745396f, 0.00202676491f }   // camera rotation

int main()
    auto result = EXIT_SUCCESS;

    // change this to test different scenes
    //getGlobalTestSceneConfiguration() = sponza_full_1000_small_lights;
      getGlobalTestSceneConfiguration() = san_miguel_200_lights;

3D-Tech News Around The Web / Vulkan SDK 1.037 released
« on: December 20, 2016, 05:17:42 PM »
 Vulkan SDK Release Notes

  December 15, 2016

This SDK supports Vulkan API revision 1.0.37.  The prior SDK supported Vulkan API revision 1.0.33.
NOTE: Please see the Known Driver Issues section in this document for information about a compatibility issue between glslang and Nvidia drivers.
  Overview of new features in SDK
  • VkTrace support for applications using persistently mapped memory now available for Linux and Windows
  • Linux display server architecture has been reworked and improved
  • A Monitor Layer has been added which displays frames-per-second for a targeted application
  • Improved coverage and utility in layer validation tests
  • Scores of bugfixes, new validation checks, and many feature additions
This version of the SDK components are based on the following specifications and source code repositories:
   Last Commits are designated by the following Git Tags in the respective repositories:
  • LoaderAndValidationLayers:    sdk-
  • VulkanTools:                  sdk-
  • VulkanSamples:                sdk-
  Fixed Issues Fixed Vulkan-LoaderAndValidationLayers Issues:
  • Github #1249 smoketest --c 20 hangs bug
  • Github #1244 image transfer granularity is NOT validated collectly at vkCmdCopyBufferToImage() bug
  • Github #1233 vkCmdWaitEvents/vkCmdPipelineBarrier validation improvement request incomplete
  • Github #1230 Add lower bounds validation for VkFramebuffer dimensions incomplete
  • Github #1224 Validation layer incorrectly reporting fillModeNonSolid = false bug
  • Github #1197 Using VK_KHR_display extension causes validation layers to crash bug
  • Github #1190 Cube no longer compiles bug
  • Github #1182 vkCmdCopyBufferToImage with VkBufferImageCopy.imageExtent.depth == 0 incomplete
  • Github #1179 Pipeline statistics query feature is not checked by validation incomplete
  • Github #1165 Descriptor consecutive binding updates are broken if layout has out-of-order bindings bug
  • Github #1137 layers: Using out-of-bound attachment index causes out-of-bounds vector access (vkCreateRenderPass) bug
  • Github #1131 Finish adding error enums to object_tracker incomplete
  • Github #1110 wierd problem when try build 32 bits of Vulkan-LoaderAndValidationLayers enhancement
  • Github #1077 RelaxedPrecision matching in cross-stage interfaces incomplete
  • Github #1074 Validation layers don't handle NULL func ptrs in dispatch table for extensions question
  • Github #1023 WSI Validation tests very incomplete tests
  • Github #897  Object tracker validation for vkGetDisplayModePropertiesKHR checks wrong ID bug
  • github #321  vkAllocateMemory not handling null pointers
Fixed LunarXchange Issues:
  • LX #623 - Typo in LunarG license
  • LX #621 - Crash inside VL!
  • LX #620 - External docs reference Khronos private gitlab
  • LX #618 - Tutorial code inconsistent
  • LX #617 - Android layer location incorrect in documentation
  • LX #615 - Broken tutorial page
  • LX #612 - Commandbuffer false validation error
Fixed VulkanTools/VulkanSamples issues:
  • github #120 Add --PMB option to vktrace to replace VKTRACE_PAGEGUARD env var
  • github #117 vktrace with pageguard enabled has memory leak
  • github #116 Incorrect DisplayServer variable handling in CMake files
  • github #112 vktrace of bloom demo with screenshot dies
  • github #109 Assert failure during vktrace of Dota2 on Linux with debug build
  • github #104 Replay of Hologram trace missing frames / teapots
  • github #90  Persistently mapped memory updates cannot be tracked by Vktrace on Linux OS enhancement
  Known Issues
  • This WSI extension is not supported: VK_KHR_display_swapchain
Open Vulkan-LoaderAndValidationLayers Issues:
  • github #1261 Parameter Validation: Incorrectly complains about missing viewport/scissor when using dynamic state
  • github #1259 Layers: Resource binding and aliasing checks may be too strict
  • github #1250 Smoketest with validation spews errors on resize (NVIDIA, Linux)
  • github #1228 errorMonitor not correctly flagging errors on positive tests
  • github #1225 WSI Swapchain interframe dependency tracking
  • github #1199 Track swapchains created by CreateSharedSwapchainsKHR properly
  • github #1195 "Cannot read invalid region of memory" when using image as resolve, then input attachment
  • github #1187 cube and cubepp crash on resize (linux/AMD)
  • github #1146 READ_BIT in srcAccessMask
  • github #1080 Using the same attachment as a color & input attachment for a subpass triggers questionable warnings
  • github #1048 Cube gets validation errors on resize on AMD
  • github #1031 vk_layer_validation_tests generate out-of-test DS errors
  • github #953 Layers: Update Push Constants Range Checks to Disallow Multiple Ranges in a Single Block
  • github #948 EnumeratePhysicalDevices resets surfaceFormatCount
  • github #945 QueueSubmit checks & side effects not properly separated
  • github #937 AcquireNextImageKHR completion not tied to semaphore & fence
  • github #929 Layers/Loader: Separate WSI extensions should look for their own enable
  • github #865 Error when moving exclusive image ownership between queue families with simultaneous image transition
  • github #807 vkSetEvent validation error Code 66: Cannot call vkSetEvent() on event XX that is already in use by a command buffer
  • github #802 Core validation mishandles invalidation of dynamic state when a new pipeline is bound
  • github #743 Loader: Usage of instance-level extension functions leads to stack corruption & a crash under x64 Windows
  • github #731 Validation: shader checker doesn't understand component qualifiers on FS output
  • github #706 Shader Validation and VK_NV_glsl_shader extension
  • github #621 IMAGE: "unsupported format" error may be too strict
  • github #328 Validation layer reports errors if memory object alias same memory
  • github #282 layer_validation_test failures
  • github #281 Cube -- validate with screenshot crashes on AMD/Intel Win 10
  • github #280 Cube resize stops updating image on Win 10 Intel driver
  • github #279 Samples validation errors on AMD driver
Open LunarXchange Issues:
  • LX #634 - VIA Executed from Linux SDK Install Fails If There are Spaces in the Pathname
  • LX #633 - vkAllocateDescriptorSets() fails to allocate the requested number of VkDescriptorSet's but returns VK_SUCCESS
  • LX #632 - VulkanSamples (build > build solution) Errors
  • LX #630 - Vulkan validation layer crashes caused by NULL pointers
Open VulkanTools/VulkanSamples issues:
  • github #63  [VulkanTools] Trace captured on ARM platform cannot read by traceviewer32 on Ubuntu64
  • github #78  [VulkanTools] vkreplay crashes when play back vkUpdateDescriptorSets calls
  • github #86  [VulkanTools] gl_vk_bk3d_threaded sample doesn't trace / replay
  • github #94  [VulkanTools] Dota2 crash on Linux steam during capture
  • github #95  [VulkanTools] vkreplayer crashed on android
  • github #102 [VulkanTools] Problems tracing vkQuake
  • github #111 [VulkanTools] Problems playing back events sample
  • github #121 [VulkanTools] vktrace of Dota2 on Linux does not work.
  • github #124 [VulkanTools] Segfault and Valgring errrors from smoketest trace replay
  • github #125 [VulkanTools] Vulkaninfo segfault
  Known Driver Issues
  • Intel Windows Vulkan Driver Instability
    • The Intel driver is still in a Beta state and has not yet been officially released.
    • Because of this they are unable to package the Vulkan driver in their graphics driver updates which occur through Windows Update.
    • If Windows Update installs or updates a graphics driver after the user installed the Vulkan Beta drivers, it could cause system instability.
    • We have found that uninstalling the Intel Beta Vulkan driver can still leave the system in an unstable state.
    • If you must use the driver, then either block Windows Update or create a Windows system restore point.
  • Update Nvidia Drivers
    • A recent glslang change exposed a bug in the texel fetch behavior on Nvidia devices under certain situations.
    • Nvidia has fixed the issue and posted drivers available with the fix to their download page.
    • Nvidia Windows Drivers version 372.54 and newer should include the fix.

English forum / Re: Shadertoy multipass demos
« on: December 18, 2016, 11:05:44 AM »
K2SO - Rogue One
original code / ported to GeeXLab

NB: normally i'm sloppy, but this time it was mandatory to start pixel shader with #version 120, otherwise Intel's GLSL compiler complains about smooth.

Unix Driver Archive

  • Added support for the following GPU(s):
    • Quadro M3000 SE
  • Fixed a regression that prevented the backlight on some notebook computer displays from turning back on after being shut off.
  • Fixed a regression that prevented the console from being restored properly when using SLI.
  • Fixed a bug that caused installer manifest entries for some 32-bit compatibility libraries to be duplicated in the installer package. These entries led nvidia-installer to issue warning messages when installing the 32-bit compatibility libraries, for example: 'Cannot create symlink /usr/lib/ (File exists)'.
  • Fixed a regression that could cause the nvidia-settings control panel to crash on startup with certain GPU configurations.
  • Fixed a regression that prevented the GLX_NV_swap_group extension from working when using SLI or Quadro Sync.
  • Fixed a long-standing bug that caused the NVIDIA X driver to not correctly detect AC/battery hotplug events on notebooks.
  • Fixed an interaction problem between the Linux kernel's CONFIG_HARDENED_USERCOPY feature (new in Linux kernel 4.8) and nvidia-drm.ko with modeset=1 enabled. This problem caused CONFIG_HARDENED_USERCOPY to erroneously halt the system, issuing reports of the form:

    usercopy: kernel memory overwrite attempt detected to ffff8803e8ec7ce0 (<process stack>) (8 bytes)
  • Fixed a bug that prevented from finding relevant messages in kernel log files.
  • Added support for the screen_info.ext_lfb_base field, on kernels that have it, in order to properly handle UEFI framebuffer consoles with physical addresses above 4GB.

3D-Tech News Around The Web / NVIDIA GeForce Game Ready Driver 376.33
« on: December 14, 2016, 05:23:01 PM »
Official 376.33 Game Ready WHQL Display Driver Feedback Thread (Released 12/14/16)

Game Ready
Provides the optimal gaming experience for the latest new titles and updates.

This version adds several security improvements.

Application SLI Profiles
Added or updated the following SLI profiles:

Titanfall 2 - disabled SLI

3D-Tech News Around The Web / Vulkan API specifications 1.0.37 released
« on: December 13, 2016, 06:14:26 PM »
Change log for December 10, 2016 Vulkan 1.0.37 spec update:

  * Bump API patch number and header version number to 37 for this update.

Github Issues:

  * Add usability guarantees on the values returned by
    flink:vkGetPhysicalDeviceSurfaceCapabilitiesKHR in the
    slink:VkSurfaceCapabilitiesKHR structure and by
    flink:vkGetPhysicalDeviceSurfaceFormatsKHR in the
    pname:pSurfaceFormatCount parameter (public issue 385).
  * Add elink:VkDebugReportObjectTypeEXT enumerants for new object types
    introduced by new extensions (public issue 408).
  * Add +VK_NVX_device_generated_commands+ etext:ACCESS bits and define how
    they are used (public issue 415).
  * Fix indentation for slink:VkDebugReportCallbackCreateInfoEXT member
    descriptions (public issue 419).

Internal Issues:

  * Expand requirements memory binding of non-sparse images and buffers from
    the <<resources-association,Resource Memory Association>> section into
    valid usage statements for all of the applicable API calls (internal
    issue 508).
  * Explicitly state that valid usage of flink:vkCreateImage requires that
    flink:vkGetPhysicalDeviceImageFormatProperties would return
    ename:VK_SUCCESS for the requested image configuration (internal issue


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