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11
3D-Tech News Around The Web / Re: NVIDIA GeForce driver 353.62 WHQL for Windows 10
« Last post by Stefan on July 29, 2015, 03:26:19 PM »
Quote from: LaptopVideo2Go.com
NVidia has now released the full downloads from their servers:
Windows 10 64-bit
Desktop GeForce GPUs:
http://international.download.nvidia.com/Windows/353.62/353.62-desktop-win10-64bit-international.hf.exe
Notebook GeForce GPUs:
http://international.download.nvidia.com/Windows/353.62/353.62-notebook-win10-64bit-international.hf.exe


Windows 10 32-bit
Desktop GeForce GPUs:
http://international.download.nvidia.com/Windows/353.62/353.62-desktop-win10-32bit-international.hf.exe
Notebook GeForce GPUs:
http://international.download.nvidia.com/Windows/353.62/353.62-notebook-win10-32bit-international.hf.exe
 

No changelog yet, but it loves Julia again (reminder: select NVIDIA OpenCL for testing)

12
English forum / Re: 250 demos converted and counting...
« Last post by nuninho1980 on July 29, 2015, 02:52:38 PM »
Maybe the Python part could be CUDA accelerated?
Run GLSL Hacker to open "sao miguel" and click "Python immediate mode box" and button "Execute!". Ok? But dunno how...

Quote
Can you post a screenshot with your GPU? I wonder if you see more textures with more video RAM.
1800 MB VRAM. But my number of textures is equal to your.
13
English forum / Re: 250 demos converted and counting...
« Last post by Stefan on July 29, 2015, 02:15:57 PM »

My GTX 780 Ti Classified is faster than your 750 Ti but I got only 29 fps running Win 8.1 x64 with my CPU i5-2500K@4.5GHz because GLSL Hacker seems be not good optimized for mega polygons - CPU gets bottlenecked.

I think that my videocard gets ~95 fps at ~95-99% GPU usage without CPU bottenecked.

Maybe the Python part could be CUDA accelerated?

Can you post a screenshot with your GPU? I wonder if you see more textures with more video RAM.
14
English forum / Re: 250 demos converted and counting...
« Last post by nuninho1980 on July 29, 2015, 11:10:28 AM »
Download code for following demos from >>>here<<<
And the models from the original location.

San Miguel

Triangles: 7,880,512
Vertices: 6,720,106

GLSL Hacker allocates 2.7 GB RAM with NVIDiA or 4.4 GB with Intel GPU for that model.
It forgets some textures while rendering.


My GTX 780 Ti Classified is faster than your 750 Ti but I got only 29 fps running Win 8.1 x64 with my CPU i5-2500K@4.5GHz because GLSL Hacker seems be not good optimized for mega polygons - CPU gets bottlenecked.

I think that my videocard gets ~95 fps at ~95-99% GPU usage without CPU bottenecked.
15
English forum / Re: 250 demos converted and counting...
« Last post by Stefan on July 28, 2015, 10:06:11 PM »
Download code for following demos from >>>here<<<
And the models from the original location.

San Miguel

Triangles: 7,880,512
Vertices: 6,720,106

GLSL Hacker allocates 2.7 GB RAM with NVIDiA or 4.4 GB with Intel GPU for that model.
It forgets some textures while rendering.





Dabrovic Sponza




Sibenik

16
3D-Tech News Around The Web / MojoCorp Shadergen
« Last post by Stefan on July 28, 2015, 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>
17
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.



18
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.
19
3D-Tech News Around The Web / AMD Catalyst 15.200.1065.0
« Last post by Stefan on July 28, 2015, 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
 
20
3D-Tech News Around The Web / Microsoft DXGI Debug Device
« Last post by Stefan on July 28, 2015, 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 ...
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