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Messages - Stefan

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81
3D-Tech News Around The Web / Notepad++ v6.6 released
« on: May 02, 2014, 06:36:39 AM »
The main feature of this release is Session snapshot & periodic backup.
If this feature is enabled (enabled by default), user won't be asked to save unsaved file as he quits Notepad++, and on startup Notepad++ restores the unsaved file and unsaved untitled document of last session.

This feature brings another advantage - periodic backup of unsaved files which protects your data from the PC crashing or power outage.

You can always turn off this feature to get back the old behaviour:


Dowload Notepad++ v6.6 Workers' Day Edition here:

82
Quote
Visual Studio 2013 makes it much easier to debug parallel code running on the GPU

Visual Studio 2013 added many important new features for running general-purpose code on the GPU. The most important of these are the support for shared CPU/GPU memory and the improvements in debugging. In this article, the first in a two-part series, I provide a sample application that solves algorithms on the GPUs using Microsoft C++ AMP parallel technology and I demonstrate how to debug the code running on the GPU from inside Visual Studio.

83
Quote
Post Tessellation Geometry Caches

Current 3D rendering architectures support adaptive tessellation of patches, allowing for increased geometric detail. Patches are specified independently, giving the implementation freedom to exploit parallel execution. However, this independence leads to redundant shading computations at patch corners and along edges. In this paper, we present post-tessellation geometry caches, the edge cache and corner cache, that can reduce redundant shading along patch edges and corners, respectively. We demonstrate the two caches in a software-simulated D3D11 rendering pipeline, and show that for current tessellation workloads our approach saves up to 37% of post-tessellation vertex shading using caches with as few as 8 entries.

84
Quote
Adaptive Texture Space Shading for Stochastic Rendering

When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real-time frame rates and is up to 3 faster than previous methods. This is an important step forward for stochastic rasterization in real time.


85
3D-Tech News Around The Web / Unreal Engine 4 tech demos
« on: April 30, 2014, 10:44:25 PM »
Downloads available at TPU


86
3D-Tech News Around The Web / Re: (WebGL) Blend4Web software framework
« on: April 30, 2014, 07:33:49 PM »
Quote
New Blend4Web Release Available

2014-04-23

We are proud to announce that the second public release of Blend4Web – the 3D web framework - is out!

Recent Adreno GPU driver fixes geometry in "The Island" demo


87
3D-Tech News Around The Web / (WebGL) SWOOOP
« on: April 30, 2014, 07:12:46 PM »
Quote
In SWOOOP, fly your bi-plane around a magical island collecting gems and competing for the highest score.
The game has a low poly art style, uses ambient occlusion for realistic shadowing and particle effects for visual pizzazz.


89
3D-Tech News Around The Web / AMD Catalyst 14.4 WHQL
« on: April 26, 2014, 03:37:44 PM »
Identical to latest beta except from certification.

Quote
Highlights of AMD Catalyst™ 14.4 Windows Driver

        Support for the AMD Radeon R9 295X
        CrossFire fixes enhancements:
            Crysis 3 – frame pacing improvements
            Far Cry 3 – 3 and 4 GPU performance improvements at high quality settings, high resolution settings
            Anno 2070 – Improved CrossFire scaling up to 34%
            Titanfall – Resolved in game flickering with CrossFire enabled
            Metro Last Light – Improved Crossfire scaling up to 10%
            Eyefinity 3x1 (with three 4K panels) no longer cuts off portions of the application
            Stuttering has been improved in certain applications when selecting mid-Eyefinity resolutions with V-sync Enabled
        Full support for OpenGL 4.4
            OpenGL 4.4 supports the following extensions:
                ARB_buffer_storage
                ARB_enhanced_layouts
                ARB_query_buffer_object
                ARB_clear_texture
                ARB_texture_mirror_clamp_to_edge
                ARB_texture_stencil8
                ARB_vertex_type_10f_11f_11f_rev
                ARB_multi_bind
                ARB_bindless_texture
                ARB_spare_texture
                ARB_seamless_cubemap_per_texture
                ARB_indirect_parameters
                ARB_shader_group_vote
        Mantle beta driver improvements:
            BattleField 4: Performance slowdown is no longer seen when performing a task switch/Alt-tab
            BattleField 4: Fuzzy images when playing in rotated SLS resolution with an A10 Kaveri system

90
New in Release 331.01.01f04:

    Graphics driver updated for Mac OS X Mavericks 10.9.2 (13C1021)
    Contains performance improvements and bug fixes for a wide range of applications.
    Includes NVIDIA Driver Manager preference pane.

91
3D-Tech News Around The Web / NVIDIA NVFLASH 5.165
« on: April 23, 2014, 08:54:37 PM »
NVFLASH 5.165

Code: [Select]
NVIDIA Firmware Update Utility (Version 5.165)

-- Primary Commands --
Update firmware:            nvflash [options] <filename>
Update UEFI firmware:       nvflash [options] --updateuefi <filename>
Save firmware to file:      nvflash [options] --save <filename>
Compare adapter firmware:   nvflash [options] --compare <filename>
Verify adapter firmware:    nvflash [options] --verify <filename>
Verify adapter IFR firmware:nvflash [options] --verify --ifronly <filename>
Update TV data:             nvflash [options] --tv <filename>
Display version:            nvflash [options] --version [<filename>]
Display firmware bytes:     nvflash [options] --display [bytes]
Check for supported EEPROM: nvflash [options] --check
Write protect EEPROM:       nvflash [options] --protecton
Remove write protect:       nvflash [options] --protectoff
Change soft straps:         nvflash [options] --straps=<straps>
Set IEEE 1394 GUID:         nvflash [options] --guid=<guid>
Set IEEE 1394 GUID source:  nvflash [options] --guidsource=<location>
List adapters:              nvflash [options] --list
List PCI firmware blocks:   nvflash [options] --pciblocks
List applied patches:       nvflash [options] --listpatches

-- Commands and Options --
help         ?                  Display this screen.
save         b <filename>       Read EEPROM and save to <filename>.
compare      k <filename>       Read EEPROM and compare with <filename>.
verify       h <filename>       Verify <filename> matches EEPROM if flashed.
tv           x <filename>       Transfer TV data from file to EEPROM.
version      v <filename>       Display file version and ~CRC32
                                   (if no filename, acts on display adapter).
listpatches                     Display list of runtime ROM pack patches
                                   applied at boot (primary only).
display      d [bytes]          Display 256 the first bytes of the EEPROM
                                   (default is 256 bytes)
check        c                  Check for supported EEPROM.
protecton    w                  Write protect EEPROM (only on some EEPROM's).
protectoff   r                  Remove EEPROM write protect (only on some EEPROM's).
straps       m <straps>         Change soft straps.
   format is: AND Mask 0, OR Mask 0, AND Mask 1, OR Mask 1
guid         q <guid>           Set the IEEE 1394 GUID in the firmware image
                                (GUID is in the form of 16 hex digits).
guidsource   1 <location>       Set the source of the IEEE 1394 GUID.
                                main       - main EEPROM image
                                dedicated  - separate serial EEPROM part
list         a                  List all NVIDIA display adapters found in the system.
pciblocks                       List all the PCI ROM Images stored in the EEPROM.
updateuefi   u <filename>       Update only the UEFI portion of the ROM image from <filename>.
upgradeonly                     Only allow upgrading of firmware based on version.
overridetype 5                  Allow firmware and adapter PCI device ID mismatch.
overridesub  6                  Allow firmware and adapter PCI subsystem ID mismatch.
reboot       y                  Reboot the PC after other tasks completed.
keepstraps   g                  Keep the soft straps already present in the EEPROM
                                after flashing the new image.
romstrap     j                  Override the ROM strap setting to allow flashing an
                                image when grounding the STRAP_SUB_VENDOR pin.
                                This allows flashing a corrupted or erased EEPROM. 
                                Note: Make sure there is a physical EEPROM present
                                when using this option
index        i <index>          Force a specific device index.
filterdevid  f <value>[,<mask>] Filter device list by device ID and optional mask.
fwindex      F <fw index>       Index of which firmware image to use from a firmware
                                bundle.
auto         A                  When possible, run without user intervention.
silence      s                  Silence all audio beeps.
beep         !                  Beep to signal updating progress.
nolight      l                  Do not light keyboard LEDs.
override     o <level>          Override safety check level:
   default  unknown EEPROM | NV adapter aborts application.
   level=1  unknown EEPROM acceptable for read operations.
   level=2  unknown NV adapter acceptable for read operations.
   level=3  Combined effect of 1,2 (cannot write to unknown EEPROM or adapter).
log          L <log file>       Create a log file.

Use a single dash ("-") to use the single letter version of a command.
Use a double dash ("--") to use the longer descriptive version of a command.
Use equals ("=") to specify parameters, with separating commas (",").

-- Sample Usage --
nvflash --index=1 nv30nz.rom
-- Supported EEPROM's --
  AMD    AM29LV001B  128Kx8         2.7vV,   1B page, 16k blk, ID=(01,006D)
  AMD     AM29LV010  128Kx8         2.7vV,   1B page, 16k blk, ID=(01,006E)
  AMD    AM29LV001T  128Kx8         2.7vV,   1B page, 16k blk, ID=(01,00ED)
Atmel      AT49F512   64Kx8  5.0,3.0,2.7V,   1B page,  0k blk, ID=(1F,0003)
Atmel     AT49F001T  128Kx8          5.0V,   1B page,  0k blk, ID=(1F,0004)
Atmel      AT49F001  128Kx8          5.0V,   1B page,  0k blk, ID=(1F,0005)
Atmel  AT49BV/LV010  128Kx8      2.7-3.6V,   1B page,  0k blk, ID=(1F,0017)
Atmel AT29LV/BV010A  128Kx8          3.0V, 128B page,  0k blk, ID=(1F,0035)
Atmel     AT29LV512   64Kx8          3.0V, 128B page,  0k blk, ID=(1F,003D)
Atmel     AT25F1024 1024Kx1S     2.7-3.6V, 256B page, 32k blk, ID=(1F,0040)
Atmel      AT29C512   64Kx8          5.0V, 128B page,  0k blk, ID=(1F,005D)
Atmel     AT25F1024 1024Kx1S     2.7-3.6V, 256B page, 32k blk, ID=(1F,0060)
Atmel     AT25F2048 2048Kx1S     2.7-3.6V, 256B page, 64k blk, ID=(1F,0063)
Atmel      AT25F512  512Kx1S     2.7-3.6V, 128B page, 32k blk, ID=(1F,0065)
Atmel      AT49F010  128Kx8          5.0V,   1B page,  0k blk, ID=(1F,0087)
Atmel     AT29C010A  128Kx8          5.0V, 128B page,  0k blk, ID=(1F,00D5)
Atmel     AT25DF021 2048Kx1S     2.3-3.6V, 256B page,  4k blk, ID=(1F,4300)
Atmel     AT25DF041 4096Kx1S     2.3-3.6V, 256B page,  4k blk, ID=(1F,4401)
Atmel     AT25FS010 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(1F,6601)
   ST        M25P05  512Kx1S     2.7-3.6V, 128B page, 32k blk, ID=(20,0005)
   ST        M25P10 1024Kx1S     2.7-3.6V, 128B page, 32k blk, ID=(20,0010)
   ST      M29W512B   64Kx8      2.7-3.6V,   1B page,  0k blk, ID=(20,0027)
  Num      M25P10-A 1024Kx1S     2.3-3.6V, 256B page, 32k blk, ID=(20,2011)
  Num        M25P20 2048Kx1S     2.3-3.6V, 256B page, 64k blk, ID=(20,2012)
 AMIC       A25L512  512Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(37,3010)
 AMIC       A25L010 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(37,3011)
 AMIC       A25L020 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(37,3012)
uChip      25AA320A    4Kx8S     1.8-5.5V,  32B page,  0k blk, ID=(47,8747)
 XLNX XCF128XFTG64C 8192Kx16 9.5,8.5,2.0,1.7V,   8B page, 128k blk, ID=(49,016B)
 Tenx      ICE25P05  512Kx1S     2.7-3.6V, 128B page, 32k blk, ID=(5E,0001)
  PMC     Pm25LD512  512Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(7F,9D20)
  PMC     Pm25LD010 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(7F,9D21)
  PMC     Pm25LD020 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(7F,9D22)
  PMC     Pm25LQ020 2048Kx1S     2.3-3.6V, 256B page,  4k blk, ID=(7F,9D42)
  PMC     Pm25LQ040 4096Kx1S     2.3-3.6V, 256B page,  4k blk, ID=(7F,9D43)
  PMC     Pm25LV020 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(7F,9D7D)
  PMC     Pm25LV040 4096Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(7F,9D7E)
  PMC     Pm39LV512   64Kx8      3.0-3.6V,   1B page,  4k blk, ID=(9D,001B)
  PMC     Pm39LV010  128Kx8      3.0-3.6V,   1B page,  4k blk, ID=(9D,001C)
  PMC     Pm25LV512  512Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(9D,007B)
  PMC     Pm25LV010 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(9D,007C)
   FM       FM25F02 2048Kx1S     2.7-3.6V, 256B page, 64k blk, ID=(A1,3112)
  SST    SST29EE010  128Kx8          5.0V, 128B page,  0k blk, ID=(BF,0007)
  SST SST29LE/VE010  128Kx8      2.9,2.7V, 128B page,  0k blk, ID=(BF,0008)
  SST SST29LE/VE512   64Kx8      2.9,2.7V, 128B page,  0k blk, ID=(BF,003D)
  SST    SST45VF010 1024Kx1S     3.0-3.6V,   1B page,  4k blk, ID=(BF,0042)
  SST    SST25LF020 2048Kx1S     3.0-3.6V, 256B page,  4k blk, ID=(BF,0043)
  SST    SST25LF040 4096Kx1S     3.0-3.6V, 256B page,  4k blk, ID=(BF,0044)
  SST    SST25VF512  512Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(BF,0048)
  SST    SST25VF010 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(BF,0049)
  SST    SST29EE512   64Kx8          5.0V, 128B page,  0k blk, ID=(BF,005D)
  SST    SST39SF010  128Kx8          5.0V,   1B page,  4k blk, ID=(BF,00B5)
  SST    SST39VF512   64Kx8      2.7-3.6V,   1B page,  4k blk, ID=(BF,00D4)
  SST    SST39VF010  128Kx8      2.7-3.6V,   1B page,  4k blk, ID=(BF,00D5)
  SST   SST25VF020B 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(BF,258C)
   MX     MX29F001T  128Kx8          5.0V,   1B page,  0k blk, ID=(C2,0018)
   MX     MX29F001B  128Kx8          5.0V,   1B page,  0k blk, ID=(C2,0019)
   MX      MX25L512  512Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C2,2010)
   MX     MX25L1005 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C2,2011)
   MX     MX25L2005 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C2,2012)
   MX    MX25L4005A 4096Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C2,2013)
   MX    MX25L8073E 8192Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C2,2014)
   GD      GD25Q512  512Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C8,4010)
   GD       GD25Q10 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C8,4011)
   GD       GD25Q20 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C8,4012)
   GD       GD25Q40 4096Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(C8,4013)
WBond       W39L010  128Kx8          3.3V,   1B page,  4k blk, ID=(DA,0031)
WBond       W39L512   64Kx8          3.3V,   1B page,  4k blk, ID=(DA,0038)
WBond      W29C011A  128Kx8          5.0V, 128B page,  0k blk, ID=(DA,00C1)
WBond      W29EE512   64Kx8          5.0V, 128B page,  0k blk, ID=(DA,00C8)
WBond      W25X05CL  512Kx1S     2.3-3.6V, 256B page,  4k blk, ID=(EF,3010)
WBond       W25X10A 1024Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(EF,3011)
WBond       W25X20A 2048Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(EF,3012)
WBond       W25X40A 4096Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(EF,3013)
WBond       W25X80A 8192Kx1S     2.7-3.6V, 256B page,  4k blk, ID=(EF,3014)
WBond      W25Q80BV 8192Kx1S     2.3-3.6V, 256B page,  4k blk, ID=(EF,4014)


92
3D-Tech News Around The Web / ASUS GPUTweak 2.6.2
« on: April 23, 2014, 07:13:55 PM »
download here

no changelog available

updated files since v2.5.9

gputweak.exe
monitor.exe
gpu_z.dll

exeio.dll

93
Download here

No changelog available, but "forward context 4.4" has been added



94
Quote
OpenGL Extensions Viewer for Android displays the vendor name, the version, the renderer name and the extensions for OpenGL ES 2.0.

• Updated for Android 4.4

95

HWiNFO32/64 v4.35-2180 Beta available.
Changes:

    Improved support of Haswell-E/EN/EP/EX.
    Fixed identification of Crystal Well-DT.
    Enhanced Broadwell and Skylake support.
    Improved DDR4 support.
    Enhanced sensor monitoring on MSI 9-Series mainboards.
    Added support of AMD Memory Profile (AMP).
    Added support of Nuvoton NCT6792D LPC/HW monitor.
    Added NVIDIA GeForce GTX TITAN Z.
    Fixed putting some AMD DGPUs back into off state.

96
Quote
Feature Highlights of The AMD Catalyst™ 14.4 Release Candidate Driver for Windows

        Support for the AMD Radeon™ R9 295X
        CrossFire™ fixes enhancements:
            Crysis 3 – frame pacing improvements
            Far Cry 3 – 3 and 4 GPU performance improvements at high quality settings, high resolution settings
            Anno 2070 – Improved CrossFire scaling up to 34%
            Titanfall – Resolved in game flickering with CrossFire enabled
            Metro Last Light – Improved Crossfire scaling up to 10%
            Eyefinity 3x1 (with three 4K panels) no longer cuts off portions of the application
            Stuttering has been improved in certain applications when selecting mid-Eyefinity resolutions with V-sync Enabled
        Full support for OpenGL 4.4
            OpenGL 4.4 supports the following extensions:
                ARB_buffer_storage
                ARB_enhanced_layouts
                ARB_query_buffer_object
                ARB_clear_texture
                ARB_texture_mirror_clamp_to_edge
                ARB_texture_stencil8
                ARB_vertex_type_10f_11f_11f_rev
                ARB_multi_bind
                ARB_bindless_texture
                ARB_spare_texture
                ARB_seamless_cubemap_per_texture
                ARB_indirect_parameters
                ARB_compute_variable_group_size
                ARB_shader_draw_parameters
                ARB_shader_group_vote
        Mantle beta driver improvements:
            BattleField 4: Performance slowdown is no longer seen when performing a task switch/Alt-tab
            BattleField 4: Fuzzy images when playing in rotated SLS resolution with an A10 Kaveri system

For some reason it still reads shading language 4.30 and doesn't contain the newer OpenCL driver v1497 as in recent Sempron APU driver.

98
3D-Tech News Around The Web / (Demoscene) Revision 2014
« on: April 20, 2014, 06:38:04 PM »
Quote
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3D-Tech News Around The Web / Qualcomm Adreno GPU driver 17.04.2014
« on: April 18, 2014, 04:42:11 PM »
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User-mode driver binaries for Qualcomm’s Adreno 3xx GPU on Nexus 4, 5 & 7 devices running Google Android 4.4.2 KitKat
Updated 17 Apr 14
This release contains a developer preview of the user-mode driver binaries for Qualcomm’s Adreno 3xx GPU on Nexus 4, Nexus 5, and Nexus 7 devices running Google Android 4.4.2 KitKat. It has been tested with the KOT49H factory image. This release is intended only for developers, and does not meet our customer release quality. Refer to the included release notes for a list of fixes and enhancements.

I recommend to backup system partition before flashing.
After successful flashing OpenGL ES 3.0 should have raised from V@53.0 to V@66 and the number of extensions from 43 to 46 (on Nexus 4 at least).
I will check what else it fixes besides in the release notes below.



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    Fix an intermittent crash that may happen when running dEQP-GLES2.functional.light_amount.1dir.

    Fix rendering corruption in GFXBench Manhattan caused by out-of-sync VBO cache.

    Fix small memory leak when waiting for thread termination.

    Fix dEQP clipping test failures for point and line primitive types.

    Add support for GL_HALF_FLOAT_OES rendering.

    Improve RenderScript performance.

    Prevent GPU page fault in certain SurfaceFlinger error conditions.

    Allow 0 as an argument to the GLSL #line directive, as per spec.

    Remove erroneous report of paletted texture formats from the GL_COMPRESSED_TEXTURE_FORMATS query when GL_OES_compressed_paletted_texture is not reported in the extension string list.

    Fix a possible segmentation fault in glTexImage2D().

    Fix mishandling of trailing whitespace after a GLSL #if directive.

    Fix intermittent crashes from GLSL symbol table corruption.

    Fix a scenario where performing a glQueryCounter() followed by glGet(GL_TIMESTAMP_EXT) and taking the difference between the two could result in a negative value, wrongly indicating a negative latency between the CPU and GPU.

    Fix possible page fault when a shared EGL surface has a depth buffer.

    Fix intermittent crash in Chrome browser that sometimes occurred while rotating and locking the device at the same time.

    Add thread-safety for EGL images.

    Fix Adreno Profiler shader override issues with shaders that use uniforms.

    Reset flags for previously bound Transform Feedback buffer after draw call in case it is bound to more than one attribute.

    Fix rendering corruption in Basemark Hover.

    Fix a crash in the Tumblr app.

    Fix intermittent crash in glBufferData() during VBO validation.

    Fix rotation-related UI rendering issues in Gunman Clive.

    Fix rendering corruption issue with H.265 video.

    Fix YUV video rendering issues in Group Play app.

    Fix Adreno Profiler conflict with occlusion query.

    Fix screen tearing when using virtual displays via the developer options with HW overlays disabled.

    Fix small memory leak on thread destruction.

    Fix a crash-on-launch with Redline Rush.

    Fix performance issues in Arma Tactics.

    Allow non-constant indices on attribute vectors, as per GLSL spec.

    Fix rendering corruption in GLBenchmark.

    Fix eglClientWaitSyncKHR() to correctly use a 0 ms timeout when requested instead of a 1 ms timeout.

    Improve glReadPixel() performance in landscape mode.

    Fix page fault in dEQP glBlitFrameBuffer() test.

    Fix crash-on-launch in Royal Revolt app.

    Fix incorrect behavior of glClear() on MRTs.

    Fix a crash when EOF immediately follows an #endif directive in GLSL.

    Improve performance of aliased VBO updates.

    Fix crash in GLES conformance test.

    Fix rendering corruption in Unity’s “The Chase” demo.

    Fix rendering corruption that occurs when the device is rotated and a visible surface is resized.

    Fix for dEQP GLES3 polygon offset tests.

    Enforce mutual exclusion of RGB and L for RGB buffers and luminance buffers.

    Fix race condition in EGL triggered by certain Android mediaserver scenarios.

    Create separate scope for if/if else/else statements in GLSL as per spec.

    Fix incorrect conversion of negative float values to FALSE in glGetBoolean().

    Reject invalid GLSL version numbers in #version directive.

    Allow all integer constant expressions in GLSL #line directives.

    Add driver support for EGL_KHR_create_context extension.

    Fix rendering corruption with TGCOM24 app.

    Fix the total count of uniform samplers when uniform samplers are used both in the vertex and fragment shader.

    Fix erroneous compile errors for certain YUV GLSL shaders.

    Fix a crash when indexing a sampler by a non-constant index in GLSL.

    Fix issues with dEQP transform feedback tests.

    Fix miplevel corruptions in conformance tests.

The following fixes were included in the March 2014 Adreno driver release for Nexus 4, Nexus 5, and Nexus 7 and are also included in this release:

    Increase the maximum available number of uniform vectors from 251 to 256 for vertex shaders and from 221 to 224 for fragment shaders.

    Fix possible lost nodes in GLSL preprocessor symbol table. Under certain conditions, using the #undef directive in a shader could cause other, unrelated symbols to be lost. This fixes a shader issue in The Amazing Spider-Man game from Gameloft.

    Fix RBOs with no allocated storage to correctly report a zero sample count.

    Fix potential crash when multiple GL contexts are rendering to the same EGL surface and the EGL surface is unmapped. This fixes a possible crash while running Google’s Compatibility Test Suite.

    Fix crash in Epic’s Soul demo when adding grapher metrics in Adreno Profiler.

    Add processor selection in Renderscript, to measure GPU and CPU execution times and choose the fastest processor for a given kernel to execute.

    If a texture is changed in a shared context and the texture is bound or rebound in the current context, then update texture samplers to ensure the changes are visible in the current context, in accordance with Rule 4, section D.3.3 of the OpenGL® ES 3.0 spec.

    Fast clear is not compatible with stencil mask, so disable it when stencil mask is enabled.

    Allow glBlitFramebuffer() to blit within the default framebuffer if color buffers are for different surfaces.

    Do not kill the application in case of GPU reset.

    Fix problems with some uniforms in override programs not being set correctly by Adreno Profiler.

    Fix handling of GL_RED, GL_RED_INTEGER, GL_RG, and GL_RG_INTEGER texture formats in Adreno Profiler.

    Add GL3 constant names to token descriptions in Adreno Profiler.

    Fix an Adreno Profiler crash exposed by a change to the way text rendering is implemented in the Android UI framework.

    Change Adreno Profiler metric timestamps from milliseconds to microseconds to provide better data for per-rendercall metrics.

    Fix a crash when Adreno Profiler is collecting scrubber metrics from a GLES3 app with occlusion querying.

    Fix intermittent Adreno Profiler connection timeouts.

    Fix intermittent Adreno Profiler disconnects while capturing.

    Fix beginning-of-race crash in Asphalt 8.

The following fixes were included in the February 2014 Adreno driver release for Nexus 5 and Nexus 7 and are also included in this release for Nexus 4:

    Add Adreno Profiler support for the following pixel data formats: GL_RED,GL_RED_INTEGER, GL_RG, GL_RG_INTEGER, GL_RGB_INTEGER, GL_RGBA_INTEGER.

    Add Adreno Profiler support for reporting bin configuration.

    Add Adreno Profiler support for uniform buffers.

    Improve performance of uniform block look-ups when using Adreno Profiler program overrides.

    Add Adreno Profiler support for transform feedback objects, including program overrides.

    Add more Adreno Profiler structure version checks to better warn of data structure size differences between Adreno Profiler and driver.

    Add Adreno Profiler support for GL_RGB9_E5 texture format.

    Add Adreno Profiler support for GL_SRGBA8 texture format.

    Add Adreno Profiler support for 2D texture arrays.

    Add the ability to identify which GL thread is most active, to automatically select the best thread in the Adreno Profiler.

    Fix Adreno Profiler reporting of uninitialized data.

    Fix occasional crash of BombSquad (and other multithreaded apps) when connecting Adreno Profiler.

    Add Adreno Profiler option to maintain overrides when capturing a new frame.

    Fix Adreno Profiler failure with Epic Citadel.

    Fix WebGL 1.0.2 conformance test textures/texture-size-limit.html case.

    Fix handling of \r line endings in shader source.

The following fixes were included in the January 2014 Adreno driver release for Nexus 5 and are also included in this release for Nexus 7 and Nexus 4:

    Add support for GL_EXT_multisampled_render_to_texture extension.

    Fix incorrect output with glReadPixels() on an FBO with a texture attachment which is a cubemap face.

    Fix incorrect lighting in the UBOTest example from the Adreno SDK. This fix addresses problems with scalar operations on UBOs.

    Performance enhancements for rasterizer discard.

    Performance enhancements for transform feedback.

    Fix issue with graphics driver being unable to find and load Adreno Profiler libraries.

    Cleaner handling for internal compiler error cases for UBOs.

    Faster rsGetElementAt() and rsSample() runtime performance for programs that access many Allocation objects.

    Improved stability when compiling complex RenderScript code.

    Allow a count of zero in calls to glDrawBuffers() as per spec.

    Fix errors in calculation of 2D texture array slice sizes for NPOT textures.

    Generate GL_INVALID_VALUE from glTexStorage2D() and glTexStorage3D() when width, height, or depth exceed supported size.

    Fix behavior of glGetFramebufferAttachmentParameteriv() to properly return GL_FRAMEBUFFER_DEFAULT for the default framebuffer instead of returning GL_NONE. (See OpenGL® ES Version 3.0 spec §6.1.13.)

    Change glCopyTexImage2D() to prohibit SNORM as a destination format, as per Table 3.15 of the OpenGL® ES Version 3.0 spec.

    Relaxed restrictions on the width and height parameters of glCompressedTexSubImage2D() to allow updates of 1x1 and 2x2 miplevels for ETC2/EAC formats. The incoming data buffer must still have its width and height padded to four, as required by ETC2/EAC, but the width and height parameters to the function call may reflect the actual texture dimensions.

    Fix a potential double-free of memory inside glLinkProgram().

    Fix reported value of gl_MaxVertexTextureImageUnits for GLES 3.0 hardware.

    Add support for the following built-in constants in GLSL 3.0:

        gl_MaxVertexOutputVectors

        gl_MaxFragmentInputVectors

        gl_MinProgramTexelOffset

        gl_MaxProgramTexelOffset

    Fix transposition of u and v coordinates in GLSL textureOffset() and texelFetch() functions.

    Fix loss of w coordinate in GLSL textureOffset() and texelFetch() functions.

    Fix GLSL matrix constructor to accept an array of matrices.


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