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3D-Tech News Around The Web / Vulkan API specifications 1.0.56 released
« Last post by Stefan on July 22, 2017, 09:18:47 AM »
Change log for July 21, 2017 Vulkan 1.0.56 spec update:

  * Bump API patch number and header version number to 56 for this update.

Github Issues:

  * Add valid usage statements for commands introduced by
    `VK_EXT_debug_report` and `VK_EXT_debug_marker` extensions, regarding
    the valid pname:object and pname:objectType values (public issue 495).
  * Modify `GL_KHR_vulkan_glsl` specification to document that uniform and
    buffer block arrays each take only a single binding (public issue 514).
  * Add `KHX` author tag to +vk.xml+ (public issue 526).

Internal Issues:

  * Document use of code: macro for non-Vulkan APIs in the style guide
    (internal issue 863).
  * Document that reference page open block delimiters must not contain
    asciidoc section markup in the style guide (internal issue 898).
  * Fix <<spirvenv,SPIR-V appendix>> to say
    code:VariablePointersStorageBuffer instead of
    code:VariablePointersUniformBufferBlock (internal issue 928).

Other Commits:

  * Add missing extension structures to dependency attributes in +vk.xml+.

New Extenions:

  * `VK_EXT_depth_range_unrestricted`

3D-Tech News Around The Web / Introducing Pumex - a Vulkan renderer
« Last post by Stefan on July 18, 2017, 09:57:26 PM »
I present you first public release of my Vulkan renderer :
 Pumex has few properties that you may find interesting :
  • it enables multithreaded rendering on many surfaces and devices at once
  • it's higly configurable - you may add new windows, devices and surfaces using few lines of code
  • it's ready to render on VR gogles
  • it decouples rendering phase from update phase and enables update step with constant time rate independent from rendering time rate
  • comes with few examples showing :
    • how to render lots of different 3D assets in a single draw call using vkCmdDrawIndexedIndirect()
    • how to animate 3D assets
    • how to use texture arrays and arrays of textures
    • how to implement deferred rendering
  • uses modern C++ ( C++11 and C++14 )
  • works on Windows and Linux
  • comprehensive documentation explains most important concepts of the Pumex renderer
  • there are only few libraries that Pumex depends on. All of them are downloaded and built during first Pumex build ( that's for Windows version. Linux requires you to install three of them using package manager )

3 Intel® Graphics Driver for Windows® 10 64-bit [6th & 7th Generation]

Note: Operating system support varies by platform. Due to this and a limitation of the database, Download Center search capabilities cannot report OS support accurately, so please see the support information below or reference the associated Release Notes for more details.


Protect your turf, build castles, and battle massive guardians as you enjoy performance optimizations and playability improvements - processors with Intel® HD Graphics 620 or better - at release of the upcoming games:

    Minecraft Story Mode: Season 2*
    Master x Master*
    Secret World Legends*
    Pit People* .


Other Intel® products may benefit from these optimizations as well. Visit for recommended game settings for many of your favorite PC games.

This driver enables Windows® 10 Creator’s Update features, as well as provides support for toolkits to assist developers in creating Computer Vision and Deep Learning applications. Please see here for further details.


The graphics driver has been posted to Intel Download Center at the following direct link to the driver:

Download Intel® Graphics Driver for Windows* [15.46]

These drivers below in self installing format (exe) are intended for end users.

     64bit -


These drivers below in zip format are intended for developers and IT professionals.

     64bit -
3D-Tech News Around The Web / Vulkan API specifications 1.0.55 released
« Last post by Stefan on July 17, 2017, 11:03:20 PM »
Change log for July 15, 2017 Vulkan 1.0.55 spec update:

  * Bump API patch number and header version number to 55 for this update.

Github Issues:

  * Removed unintended optional parameter in +vk.xml+ from the
    pname:pWaitSemaphores member of slink:VkPresentInfoKHR, which resulted
    in the generation of an incorrect implicit valid usage clause allowing
    pname:pWaitSemaphores to be NULL even when pname:waitSemaphoreCount is
    non-zero (public issue 491).
  * Add missing attribute to +vk.xml+ documenting that
    slink:VkSwapchainCounterCreateInfoEXT extends
    slink:VkSwapchainCreateInfo (public issue 510).
  * Add const qualifier for some `VK_EXT_debug_market` extension command
    parameters that were missing it (public issue 513).
  * Fix definition of q and level~base~ in
    <<textures-image-level-selection,Image Level(s) Selection>> (public
    issue 515).
  * Clarify lifetime requirement for slink:VkRenderPass objects used in
    object creation (public issue 516).
  * Fix link to floating/normalized fixed-point conversion from
    <<interfaces-fragmentoutput,Fragment Output Interface>> (public issue

Internal Issues:

  * Update the style guide to include the general structure of a Vulkan
    command name, the specific rule for using "`Get`" vs. "`Enumerate`" in
    names, and a table of verbs commonly used in command names (spinoff of
    internal issue 753).
  * Clarified the behavior of automatic layout transitions in case of
    attachment views that are 2D or 2D array views of 3D images. In
    addition, restructured the valid usage clauses corresponding to the
    members of the slink:VkImageSubresourceRange structure and added missing
    valid usage clauses for its pname:baseMipLevel and pname:baseArrayLayer
    members (internal issues 803, 849).
  * Modify `GL_KHR_vulkan_glsl` specification to allow explicit std430 on a
    push_constant declaration (internal issue 919).

Other Commits:

  * Modify <<synchronization-framebuffer-regions, Framebuffer Region
    Dependencies>> to use synchronization scope terminology.
    `VK_EXT_swapchain_colorspace` extension.
  * Replace XML comments with `comment` attributes and/or tags, to enable
    tools which transform the XML without loss of information.
  * Replace `validextensionstructs` with `structextends`, which is tagged in
    the child structure instead of the parent. This makes it slightly
    simpler to add new structs to the XML, causes fewer merge conflicts, and
    the information is kept localized to the extension structures where it
    belongs. The old `validextensionstructs` attributes will be retained
    until we're certain this doesn't cause problems with known consumers of

1. Improved font readability with revised font
2. Fixed an UI related issue where parts of the software was not being displayed properly
3. Resolved the software conflict issue between GPU Tweak II and AURA software
4. Fixed a bug where running the stress test in FurMark ROG edition would have a pop-up indicating that the software has "stopped working"
5. Fixed a bug where using multiple cards in SLI or crossfire would cause the monitor tab to close or stop working if running any 3D application in full screen mode
6. Fixed a bug where four AMD cards in 4-way crossfire would prevent GPU Tweak II from starting up properly
7. Fixed a bug where reinstalling to a newer version of GPU Tweak II would cause the 0dB feature to not function properly
 In collaboration with Google, Codeplay is proud to announce the release of a new open-source tool allowing the compilation of OpenCL C language kernels to run on the Vulkan API.

Vulkan is a low-overhead, cross-platform 3D graphics and compute API, available on the Android, Linux, and Windows platforms. OpenCL C is the kernel language used in the OpenCL API allowing developers to program for execution on heterogeneous devices.
The tool, named 'clspv', allows a subset of the OpenCL C language to be targeted at the Vulkan API. This tool allows developers to port code containing more than a million lines of OpenCL C to run on the Vulkan API.
As active members of the Khronos Vulkan working group, Codeplay has been instrumental in pushing two extensions that the clspv codebase requires - VK_KHR_variable_pointers and VK_KHR_16bit_storage, which were announced yesterday by Khronos.
The tool source code is available at and is available under the Apache 2.0 open source license.
Some notes on the clspv:
  • [size=1.1rem]This is a prototype, with known issues.  However, it does compile significant portions of kernels[/size]
  • [/size][size=1.1rem]It uses close to top-of-tree versions of LLVM and Clang as third-party projects - this is not a fork[/size]
  • [/size][size=1.1rem]It is mainly a set of LLVM module passes. The flow starts with the SPIR code generated from stock Clang, then massages it into SPIR-V for Vulkan[/size]
  • [/size][size=1.1rem]It exercises SPV_KHR_variable_pointers (rev13)[/size]
3D-Tech News Around The Web / NVIDIA Vulkan beta driver 382.83
« Last post by Stefan on July 15, 2017, 08:12:40 AM »
 Windows 382.83
 Release Updates

July 14th, 2017 - Windows 382.83
  • Fixed issue with unused compute queue
  • Other minor bug fixes
Downloads added:

- VS2015 Redistributable Update 3 (32-bit):

- VS2015 Redistributable Update 3 (64-bit):

3D-Tech News Around The Web / Vulkan SDK 1.0.54 Released
« Last post by Stefan on July 14, 2017, 01:21:03 AM »
SDK Version now available

 Released: July 13, 2017

This new Vulkan SDK release includes the following updates:
  • Introduction of new groups of extension functionality: external fence extensions, external semaphore extensions, external memory extensions, storage memory extensions, and additional vendor and cross-vendor extensions
  • Renaming of formerly experimental extensions:  many of the external semaphore extensions and the external memory extensions were previously released as experimental Khronos extensions using the VK_KHX prefix.  These extensions are now official and stable and have been renamed.
  • Updates to loader, layers, and documents to reflect new extensions and changes defined in Vulkan version
  • Scores of bug fixes and validation coverage improvements.
Please read the Release Notes on LunarXchange in the Docs section for more details.
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