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1
3D-Tech News Around The Web / MojoCorp Shadergen
« Last post by Stefan on Today at 02:48:34 PM »
Quote
ShaderGen is a tool that automatically generates OpenGL Shading Language shaders that duplicate fixed function OpenGL behavior.

 Download
 ShaderGen 3.3.0 Windows
 ShaderGen 3.3.0 Mac OS X Intel 64bit DMG
 ShaderGen 3.3.0 Linux Ubuntu x64 

Creates complex vertex shader and a small pixel shader.
Tried to convert to GLSL Hacker, it compiles successfully, but only black screen.

Code: [Select]
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?><glsl_hacker>   
  <window name="win3d01" title="MojoCorp Shadergen"
          width="800" height="480"
          gl_version_major="2" gl_version_minor="1" />
<gpu_program name="shadertoy_prog" >    <raw_data_vs><![CDATA[     
/*******************************************************
*  Fixed.vert Fixed Function Equivalent Vertex Shader  *
*   Automatically Generated by 3Dlabs GLSL ShaderGen   *
*             http://developer.3dlabs.com              *
*******************************************************/
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;


void pointLight(in int i, in vec3 normal, in vec3 eye, in vec3 ecPosition3)
{
   float nDotVP;       // normal . light direction
   float nDotHV;       // normal . light half vector
   float pf;           // power factor
   float attenuation;  // computed attenuation factor
   float d;            // distance from surface to light source
   vec3  VP;           // direction from surface to light position
   vec3  halfVector;   // direction of maximum highlights

   // Compute vector from surface to light position
   VP = vec3 (gl_LightSource[i].position) - ecPosition3;

   // Compute distance between surface and light position
   d = length(VP);

   // Normalize the vector from surface to light position
   VP = normalize(VP);

   // Compute attenuation
   attenuation = 1.0 / (gl_LightSource[i].constantAttenuation +
                        gl_LightSource[i].linearAttenuation * d +
                        gl_LightSource[i].quadraticAttenuation * d * d);

   halfVector = normalize(VP + eye);

   nDotVP = max(0.0, dot(normal, VP));
   nDotHV = max(0.0, dot(normal, halfVector));

   if (nDotVP == 0.0)
   {
       pf = 0.0;
   }
   else
   {
       pf = pow(nDotHV, gl_FrontMaterial.shininess);

   }
   Ambient  += gl_LightSource[i].ambient * attenuation;
   Diffuse  += gl_LightSource[i].diffuse * nDotVP * attenuation;
   Specular += gl_LightSource[i].specular * pf * attenuation;
}

void directionalLight(in int i, in vec3 normal)
{
   float nDotVP;         // normal . light direction
   float nDotHV;         // normal . light half vector
   float pf;             // power factor

   nDotVP = max(0.0, dot(normal, normalize(vec3 (gl_LightSource[i].position))));
   nDotHV = max(0.0, dot(normal, vec3 (gl_LightSource[i].halfVector)));

   if (nDotVP == 0.0)
   {
       pf = 0.0;
   }
   else
   {
       pf = pow(nDotHV, gl_FrontMaterial.shininess);

   }
   Ambient  += gl_LightSource[i].ambient;
   Diffuse  += gl_LightSource[i].diffuse * nDotVP;
   Specular += gl_LightSource[i].specular * pf;
}

vec3 fnormal(void)
{
    //Compute the normal
    vec3 normal = gl_NormalMatrix * gl_Normal;
    normal = normalize(normal);
    return normal;
}

void ftexgen(in vec3 normal, in vec4 ecPosition)
{

    gl_TexCoord[0] = gl_MultiTexCoord0;
}

void flight(in vec3 normal, in vec4 ecPosition, float alphaFade)
{
    vec4 color;
    vec3 ecPosition3;
    vec3 eye;

    ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
    eye = vec3 (0.0, 0.0, 1.0);

    // Clear the light intensity accumulators
    Ambient  = vec4 (0.0);
    Diffuse  = vec4 (0.0);
    Specular = vec4 (0.0);

    pointLight(0, normal, eye, ecPosition3);

    pointLight(1, normal, eye, ecPosition3);

    directionalLight(2, normal);

    color = gl_FrontLightModelProduct.sceneColor +
            Ambient  * gl_FrontMaterial.ambient +
            Diffuse  * gl_FrontMaterial.diffuse;
    color += Specular * gl_FrontMaterial.specular;
    color = clamp( color, 0.0, 1.0 );
    gl_FrontColor = color;

    gl_FrontColor.a *= alphaFade;
}


void main (void)
{
    vec3  transformedNormal;
    float alphaFade = 1.0;

    // Eye-coordinate position of vertex, needed in various calculations
    vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;

    // Do fixed functionality vertex transform
    gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
    transformedNormal = fnormal();
    flight(transformedNormal, ecPosition, alphaFade);
    ftexgen(transformedNormal, ecPosition);
}  ]]></raw_data_vs>    <raw_data_ps><![CDATA[     

// https://github.com/mojocorp/ShaderGen

uniform vec3      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
uniform vec4      iMouse;          // mouse pixel coords. xy: current (if MLB down), zw: click
uniform sampler2D iChannel0;
#define texUnit0 iChannel0

/*******************************************************
* Fixed.frag Fixed Function Equivalent Fragment Shader *
*   Automatically Generated by 3Dlabs GLSL ShaderGen   *
*             http://developer.3dlabs.com              *
*******************************************************/

void main (void)
{
    vec4 color;

    color = gl_Color;

    color *= texture2D(texUnit0, gl_TexCoord[0].xy);

    gl_FragColor = color;
}

]]></raw_data_ps></gpu_program>    <script name="init_scene" run_mode="INIT" >        <raw_data><![CDATA[   

app_dir = gh_utils.get_scripting_libs_dir()         
dofile(app_dir .. "lua/Moon3D_v2.lua")
moon3d.init(2, 1)
moon3d.graphics.vsync(0)
bmfont = moon3d.font.create("trebuchet_20px.fnt", "data/")
bmfont_texture = moon3d.font.getTexture(bmfont)
moon3d.madshaders.setBmFontData(bmfont, bmfont_texture)
winW, winH = moon3d.window.getSize()
quad = moon3d.graphics.newQuad(winW, winH)
shadertoy_prog = moon3d.graphics.getGpuProgram("shadertoy_prog")

tex0 = moon3d.image.load2d("./data/tex01.jpg")

moon3d.madshaders.resetBenchmarkData()
        ]]></raw_data>    </script>     <script name="update_scene" run_mode="FRAME" >        <raw_data><![CDATA[   
moon3d.startFrame(0, 0, 0, 1)
local global_time = moon3d.getTime()
moon3d.madshaders.updateBenchmarkData(global_time)
moon3d.camera.bindOrtho()
moon3d.graphics.bindGpuProgram(shadertoy_prog)
moon3d.madshaders.updateShadertoyCommonParams(shadertoy_prog, global_time)

moon3d.madshaders.setShadertoyTexture(shadertoy_prog, tex0, 0)

moon3d.graphics.draw(quad)
moon3d.madshaders.displayBenchmarkInfoV2("Shadertoy/MojoCorp Shadergen", global_time, 1, 1, 1, 1)
moon3d.endFrame()
        ]]></raw_data>    </script>     <script name="resize_scene" run_mode="SIZE" >        <raw_data><![CDATA[   
moon3d.window.resize()
winW, winH = moon3d.window.getSize()
moon3d.graphics.resizeQuad(quad, winW, winH)
        ]]></raw_data>    </script> </glsl_hacker>
2
Quadro & GeForce Mac OS X Driver Release 346.02.02f02

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 7.0.52 driver for Mac located here.

New in Release 346.02.02f02:
  • Graphics driver updated for Mac OS X Yosemite 10.10.4 (14E46)
  • 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.



3
Linux Display Driver - x86 NVIDIA Certified352.30July 28, 2015
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified352.30July 28, 2015
Linux 32-bit ARM Display Driver NVIDIA Certified352.30July 28, 2015
Solaris Display Driver – x64/x86 NVIDIA Certified352.30July 28, 2015
FreeBSD Display Driver – x86 NVIDIA Certified352.30July 28, 2015
FreeBSD Display Driver – x64 NVIDIA Certified352.30July 28, 2015

 
  • Added support for the following GPU:
    • GeForce 910M
  • Fixed a bug that caused poor video post-processing performance in VDPAU when operating on a large number of video streams simultaneously.
  • Fixed a bug that could cause an Xid error when terminating a video playback application using the overlay presentation queue in VDPAU.
  • Updated nvidia-installer to avoid recursing too deeply into kernel source trees under /usr/lib/modules, mirroring an existing restriction on recursion under /lib/modules.
  • Fixed a rare deadlock condition when running applications that use OpenGL in multiple threads on a Quadro GPU.
  • Fixed a kernel memory leak that occurred when looping hardware - accelerated video decoding with VDPAU on Maxwell-based GPUs.
  • Fixed a bug that caused the X server to crash if a RandR 1.4 output provided by a Sink Output provider was selected as the primary output on X.Org xserver 1.17 and higher.
  • Fixed a bug that caused waiting on X Sync Fence objects in OpenGL to hang indefinitely in some cases.
  • Fixed a bug that prevented OpenGL from properly recovering from hardware errors or sync object waits that had timed out.
4
3D-Tech News Around The Web / AMD Catalyst 15.200.1065.0
« Last post by Stefan on Today at 11:52:05 AM »
Download from Microsoft

64 bit
32 bit

Supports Windows 7 - Windows 10, so it should survive the upgrade.
Comes with an Armada of INF files for any (?) AMD GPU.

Note: full OpenGL 4.5 support incl. GLSL 4.50 is scheduled for Catalyst 15.30x
 
5
3D-Tech News Around The Web / Microsoft DXGI Debug Device
« Last post by Stefan on Today at 10:45:41 AM »
Quote
DXGI Debug  Device

In my original post on using the debug layer, I mentioned several tricks for getting helpful behavior out of the Direct3D SDK debug layer for your applications. This best practice is demonstrated in my Visual C++ Game templates ...
6
3D-Tech News Around The Web / Microsoft Windows 10 update blocker
« Last post by Stefan on Today at 05:11:06 AM »
How to temporarily prevent a Windows or driver update from reinstalling in Windows 10 


 Symptoms

In Windows 10, your device is always kept up to date with the latest features and fixes. Updates and drivers are installed automatically, with no need to select which updates are needed or not needed. In rare cases, a specific driver or update might temporarily cause issues with your device, and in this case you will need a way to prevent the problematic driver or update from reinstalling automatically the next time Windows Updates are installed.ResolutionIf a driver or update you are being offered is causing system crashes or instability and Windows was operating correctly prior to that update, you can follow these instructions to prevent the unwanted driver or update from being installed: 

To uninstall the unwanted driver:
  • Launch the Device Manager with a right click on the lower left corner of the desktop and a left click on Device Manager.
  • Located the device driver with the problem driver installed, right click and choose Uninstall.
  • In the uninstall dialog, check the box to Delete the driver software for this device if available.
To uninstall an unwanted Windows Update:
  • Type “View Installed Updates” in the Search box and then click on View Installed Updates – Control Panel from the Search results.
  • To uninstall the unwanted update, select it from the list and then click Uninstall.
To temporarily prevent the driver or update from being reinstalled until a new driver or updated fix is available, a troubleshooter is available that provides a user interface for hiding and showing Windows Updates and drivers for Windows 10. You can obtain and run the "Show or hide updates" troubleshooter by downloading it from the Microsoft Download Center.

 The following file is available for download from the Microsoft Download Center:

DownloadDownload the "Show or hide updates" troubleshooter package now.
7
The Windows Error Codes document is a companion reference to the protocol specifications.

It  documents the common usage details for those HRESULT values, Win32 error codes, and NTSTATUS 
values that are referenced by specifications in the protocol documentation set.

The information in this specification is applicable to the following Microsoft products or supplemental 
software. References to product versions include released service packs. 

Note: Some of the information in this section is subject to change because it applies to an unreleased, 
preliminary version of the Windows Server operating system, and thus may differ from the final 
version of the server software when released. All behavior notes that pertain to the unreleased, 
preliminary version of the Windows Server operating system contain specific references to Windows 
Server 2016 Technical Preview as an aid to the reader. 

    Windows NT operating system 

    Windows 2000 operating system 

    Windows XP operating system 

    Windows Server 2003 operating system 

    Windows Vista operating system 

    Windows Server 2008 operating system 

    Windows 7 operating system 

    Windows Server 2008 R2 operating system 

    Windows 8 operating system 

    Windows Server 2012 operating system 

    Windows 8.1 operating system 

    Windows Server 2012 R2 operating system 

    Windows 10 operating system 

    Windows Server 2016 Technical Preview operating system
8
3D-Tech News Around The Web / Intel HD Graphics Driver v4256
« Last post by Stefan on July 26, 2015, 02:07:42 PM »
v4256 at MS update - comes with a lotta fancy code names

Code: [Select]
DriverVer=07/17/2015,10.18.15.4256

[IntelGfx.NTamd64.10.0]
; HSW Classic
;; Merlin HSW
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B16103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B16103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B16103C

; SKL HW
;; Merlin_1.5 SKL
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B5C103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B5C103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B5C103C


; HSW Classic
;Crusher-U/G
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B43103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B43103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B43103C

;Altis-U/G
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B3C103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B3C103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B3C103C

;Larkspur
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B04103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B04103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B04103C

;Laurel-G
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2AFA103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2AFA103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2AFA103C

;Layia
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B1B103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B1B103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B1B103C

;Lantana
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B1C103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B1C103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B1C103C

;Lilium-G
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B0F103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B0F103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B0F103C

;Lavender
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B0D103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B0D103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B0D103C

;Lavender-2G
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B21103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B21103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B21103C

;Laurel2
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B2B103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B2B103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B2B103C

;LumaU
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B12103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B12103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B12103C

; SKL HW
;; Bulldozer
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B3E103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B3E103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B3E103C

;; Crane U/G
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B45103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B45103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B45103C

;; Superion
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B4C103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B4C103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B4C103C

; Camry AIO
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B3D103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B3D103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B3D103C

; HSW Classic for Shave
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B5B103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B5B103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B5B103C
; HSW ULT for Prius
%iHSWGT1UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A06&SUBSYS_2B38103C
%iHSWGT2UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A16&SUBSYS_2B38103C
%iHSWGT3UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A26&SUBSYS_2B38103C

; BDW HW for Prius
%iBDWULTGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_1606&SUBSYS_2B38103C
%iBDWULTGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_1616&SUBSYS_2B38103C
%iBDWULTGT3%    = iBDWM_w10, PCI\VEN_8086&DEV_1626&SUBSYS_2B38103C
%iBDWULXGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_161E&SUBSYS_2B38103C

;Skittles 1.0 HSW UMA and I+A
%iHSWGT2UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A16&SUBSYS_80BD103C
%iHSWGT2UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A16&SUBSYS_80BE103C

;Skittles 1.0 BDW UMA and I+A
%iBDWULTGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_1606&SUBSYS_80BB103C
%iBDWULTGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_1606&SUBSYS_80BC103C
%iBDWULTGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_1616&SUBSYS_80BB103C
%iBDWULTGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_1616&SUBSYS_80BC103C

;Skittles 1.1 SKL UMA and I+A

%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916&SUBSYS_8131103C
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916&SUBSYS_8132103C

; HSW ULT
;Haribo1.1 HSW_UMA
%iHSWGT1UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A06&SUBSYS_80C3103C
%iHSWGT2UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A16&SUBSYS_80C3103C
%iHSWGT3UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A26&SUBSYS_80C3103C
%iHSWGT3UT28W%  = iHSWM_w10, PCI\VEN_8086&DEV_0A2E&SUBSYS_80C3103C
;Haribo1.1 HSW_AMD EXO
%iHSWGT1UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A06&SUBSYS_80C4103C
%iHSWGT2UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A16&SUBSYS_80C4103C
%iHSWGT3UT%        = iHSWM_w10, PCI\VEN_8086&DEV_0A26&SUBSYS_80C4103C
%iHSWGT3UT28W%  = iHSWM_w10, PCI\VEN_8086&DEV_0A2E&SUBSYS_80C4103C

; BDW HW
;Haribo1.1 BDW-U_UMA
%iBDWULTGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_1606&SUBSYS_80C1103C
%iBDWULTGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_1616&SUBSYS_80C1103C
;Haribo1.1 BDW-U_AMD EXO
%iBDWULTGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_1606&SUBSYS_80C2103C
%iBDWULTGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_1616&SUBSYS_80C2103C

; SKL HW
;Haribo1.1 SKL-U-GT2_UMA
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916&SUBSYS_8135103C
;Haribo1.1 SKL-U-GT2_AMD EXO
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916&SUBSYS_8136103C

; Dora5u

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B34103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B34103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B34103C

; Dhoni

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B1E103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B1E103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B1E103C

; Bachchan

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B2A103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B2A103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B2A103C

; Dora6J

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B39103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B39103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B39103C

; Dhoni6j

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B30103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B30103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B30103C

; Memphis

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2AF7103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2AF7103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2AF7103C

; Memphis2

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B2C103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B2C103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B2C103C

; Kaili2

%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B36103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B36103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B36103C

; HSW Classic
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B36103C
%iHSWGT1M%        = iHSWM_w10, PCI\VEN_8086&DEV_0406&SUBSYS_2B36103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B36103C
%iHSWGT2M%        = iHSWM_w10, PCI\VEN_8086&DEV_0416&SUBSYS_2B36103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B36103C
%iHSWGT1D%       = iHSWD_w10, PCI\VEN_8086&DEV_0402&SUBSYS_2B2C103C
%iHSWGT1M%        = iHSWM_w10, PCI\VEN_8086&DEV_0406&SUBSYS_2B2C103C
%iHSWGT2D%       = iHSWD_w10, PCI\VEN_8086&DEV_0412&SUBSYS_2B2C103C
%iHSWGT2M%        = iHSWM_w10, PCI\VEN_8086&DEV_0416&SUBSYS_2B2C103C
%iHSWGT15D%        = iHSWD_w10, PCI\VEN_8086&DEV_041E&SUBSYS_2B2C103C

; BDW HW
%iBDWULTGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_1606&SUBSYS_2B36103C
%iBDWULXGT1%    = iBDWM_w10, PCI\VEN_8086&DEV_160E&SUBSYS_2B36103C
%iBDWULTGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_1616&SUBSYS_2B36103C
%iBDWULTGT3%    = iBDWM_w10, PCI\VEN_8086&DEV_1626&SUBSYS_2B36103C
%iBDWULXGT2%    = iBDWM_w10, PCI\VEN_8086&DEV_161E&SUBSYS_2B36103C
%iBDWHALOGT2%      = iBDWM_w10, PCI\VEN_8086&DEV_1612&SUBSYS_2B36103C
%iBDWGT2SRVR%      = iBDWM_w10, PCI\VEN_8086&DEV_161A&SUBSYS_2B36103C
%iBDWHALOGT3%       = iBDWM_w10, PCI\VEN_8086&DEV_1622&SUBSYS_2B36103C
%iBDWGT3SRVR%      = iBDWM_w10, PCI\VEN_8086&DEV_162A&SUBSYS_2B36103C
%iBDWULTGT328W%  = iBDWM_w10, PCI\VEN_8086&DEV_162B&SUBSYS_2B36103C
; SKL HW
%iSKLULTGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_1906&SUBSYS_2B47103C
%iSKLULTGT15%    = iSKLD_w10, PCI\VEN_8086&DEV_1913&SUBSYS_2B47103C
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916&SUBSYS_2B47103C
%iSKLULXGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_190E&SUBSYS_2B47103C
%iSKLULXGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_191E&SUBSYS_2B47103C
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B47103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B47103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B47103C
%iSKLHaloGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191B&SUBSYS_2B47103C

%iSKLULTGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_1906&SUBSYS_2B4B103C
%iSKLULTGT15%    = iSKLD_w10, PCI\VEN_8086&DEV_1913&SUBSYS_2B4B103C
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916&SUBSYS_2B4B103C
%iSKLULXGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_190E&SUBSYS_2B4B103C
%iSKLULXGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_191E&SUBSYS_2B4B103C
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912&SUBSYS_2B4B103C
%iSKLDTGT15%      = iSKLD_w10, PCI\VEN_8086&DEV_1917&SUBSYS_2B4B103C
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902&SUBSYS_2B4B103C
%iSKLHaloGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191B&SUBSYS_2B4B103C
9
3D-Tech News Around The Web / Vulkan - Industry forged
« Last post by Stefan on July 26, 2015, 04:54:38 AM »
So this is the new logo for the Vulkan API

Looks like the "Teenage Mutant Ninja Turtles" have breeded with some kangaroos  ::)


10
3D-Tech News Around The Web / Microsoft Visual Studio 2015 RTM
« Last post by Stefan on July 25, 2015, 01:03:31 PM »
Visual Studio 2015 RTM   

Visual Studio 2015 RTM is now available for download, including the updated Community edition. The VS 2015 RTM Redistribution packages are also available (x86, x64), as well as the Remote Debugging Tools (x86, x64, ARM). For more information, see the Visual C++ Team blog, Brian Harry's blog, Somasegar’s blog, and the Visual Studio Team blog.

The C++11 language and standard library tables in the Dual-use Coding Techniques for Games article has been updated for VS 2015 RTM, and you can find much more information about these changes for VS 2015 on the Visual C++ Team blog. Be sure to read the MSDN page Breaking Changes in Visual C++ as well. There are also a number of new warnings in place including format specifier checking that previously required the use of /analyze.

Visual C++: Note that with VS 2015 RTM, the C++ toolset is not included in the Typical installation. You must select it through the Custom selection. See the Visual C++ Team blog.

Windows 10 DirectX Development: Be sure to read this post on how to enable the DirectX debug device for Windows 10. Installing VS 2015 RTM (or VS 2013 Update 5) on Windows 10 will automatically enable the Graphics Tools Windows optional feature.

Windows XP: When building using the "v140_xp" Platform Toolset for Windows XP target support, remember this uses the Windows 7.1A SDK. The older SDK will generate some warnings in system headers with the new toolset that have to be externally suppressed. See VS 2012 Update 1 for some additional implications for DirectX development.

Windows 8.1 SDK: VS 2015 RTM includes the Windows 8.1 SDK Spring Update 2015 with DirectXMath 3.07. You can also download the standalone Windows 8.1 SDK Spring 2015 update.

Windows 10 SDK: Universal Windows apps (UWA) developers should stick with using VS 2015 RC until the final Visual Studio Tools and Windows 10 SDK packages are released next week.

VS Content Pipeline: The built-in mesh content exporter in VS 2015 makes use of Autodesk FBX 2015.1--VS 2012 and 2013 used 2013.1.
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