Recent Posts

Pages: 1 [2] 3 4 ... 10
11
English forum / OpenGL 4 Shader Subroutines - NVIDIA/OSX bug?
« Last post by JeGX on October 17, 2014, 06:32:29 PM »
I struggled many hours recently with subroutines and I didn't manage to make them ok under OS X with a GeForce GPU.
I added a new simple demo that shows a pqtorus rendered three times, each time with a different subroutine (texture, phong, phong+texture).

The demo is available in the code sample pack:
host_api/gl-400-arb-shader-subroutine/demo_gl4_v3.xml

The latest GLSL Hacker 0.7.2.0 is recommended.

The demo works fine on Windows. On OS X, the demo works fine for Intel and AMD GPUs but not for NVIDIA GPUs. With the GT650M / OSX, the same subroutine is used to shade all meshes and that's the bug. I suspect a bug on OSX with GeForce GPUs because the demo works fine everywhere else. But since it's a NVIDIA related issue, my code can be also guilty...


OK - NVIDIA GeForce GTX 660 - R337.50 - Win7 64-bit


OK - Intel HD 4000 - OS X 10.9


OK - AMD Radeon HD 6870 - OS X 10.9 (Hackintosh)


ERROR - NVIDIA GeForce GT 650M (Macbook Retina Mid-2012) - OS X 10.9

12
English forum / GLSL Hacker 0.7.2.0 released
« Last post by JeGX on October 17, 2014, 03:16:11 PM »
A new version of GLSL Hacker is ready, this time for all OSes (Windows, OSX and Linux) at the same time!

The PhysX plugin has been updated with the latest PhysX SDK v3.3.2

Downloads: http://www.geeks3d.com/glslhacker/download.php

The code sample pack has been updated too: http://www.geeks3d.com/glslhacker/cs/

Quote
Version 0.7.2.0 - 2014.10.17
----------------------------
! improved the FBX plugin (Windows and OS X) for loading Autodesk FBX files.
! updated the PhysX 3 plugin (Windows, Linux and OS X) with
  latest PhysX SDK v3.3.2.
+ added a new OBJ loader (for testing purposes) and a way to change
  current OBJ loader with gh_model.set_current_3d_obj_loader(name):
  "ObjLoaderV1" or "ObjLoaderV2". Default is "ObjLoaderV1".

Full changelog is available here: http://www.geeks3d.com/glslhacker/changelog.php
13
3D-Tech News Around The Web / Qt 5.4 Beta Available
« Last post by JeGX on October 17, 2014, 02:52:46 PM »
Quote
I am extremely happy to announce that Qt 5.4 Beta is now available for download. There are a lot of new and interesting things in Qt 5.4 and I will try to summarize the most important highlights in this blog post.

Qt 5.4 brings capability to dynamically select during the application startup whether to use ANGLE or OpenGL on Windows. It is possible to use either opengl32.dll or ANGLE’s OpenGL ES 2.0 implementation in Qt applications without the need for two separate builds of the binaries. This significantly simplifies the task of creating Qt Quick applications for Windows PCs. Dynamic GL switching is not yet enabled in the prebuilt Qt 5.4 Beta binaries. In addition to these, there is a large number of smaller improvements and bug fixes for the Windows port in Qt 5.4.

...

QOpenGLContext is now able to adopt existing native contexts (EGL, GLX, …). This allows interoperability between Qt and other frameworks, such as game engines.

Link: http://blog.qt.digia.com/blog/2014/10/17/qt-5-4-beta-available/
14
English forum / Re: RGBA8 texture is unsuported in Compute shaders
« Last post by msomeone on October 11, 2014, 12:46:48 PM »
Thats great, thanks for fixing it so fast.

And thanks for developing such a usefull tool!
15
English forum / GLSL Hacker 0.7.1.5 released
« Last post by JeGX on October 10, 2014, 05:43:15 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit only

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Full changelog:
http://www.geeks3d.com/glslhacker/changelog.php

Changelog:
Quote
Version 0.7.1.5 - 2014.10.10
----------------------------
! updated pixel format support for image2D writing (GL_ARB_shader_image_load_store)
  PF_U8_RGBA (rgba8 in GLSL) and PF_U8_R (r8 in GLSL) added (gh_texture.image_bind()).
16
English forum / GLSL Hacker 0.7.1.4 released
« Last post by JeGX on October 10, 2014, 05:38:03 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit, and OS X.

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Full changelog:
http://www.geeks3d.com/glslhacker/changelog.php

Changelog:
Quote
Version 0.7.1.4 - 2014.10.10
----------------------------
! improved shader subroutines support with several uniform subroutines per GPU program.
! improved GPU programs speed (better management of uniform variables).


Version 0.7.1.3 - 2014.10.05
----------------------------
+ added webcam_get_num() to the gh_utils lib (Lua/Python).
! improved the management of multiple webcams in the Windows version.


Version 0.7.1.2 - 2014.10.04
----------------------------
* bugfix: crash when ZOMBIE scripts are stored in separate file
  instead of in the XML.
+ added network_message_pop() to gh_utils.

17
English forum / Re: RGBA8 texture is unsuported in Compute shaders
« Last post by JeGX on October 10, 2014, 05:29:16 PM »
It's not a bug and what you are doing is ok. It's just a pixel format for image2D that was not handled by GLSL Hacker. I added it in GLSL Hacker 0.7.1.5 (which should be downloadable in few minutes).

Now you can use PF_U8_RGBA in Lua and layout(rgba8) in GLSL. Same thing with PF_U8_R and layout(r8). I added a new demo (demo_v02_rgba8.xml).

I will add 16-bit channel texture support in one of the next versions.

Update: GLSL Hacker 0.7.1.5
http://www.geeks3d.com/forums/index.php/topic,3723.msg4470.html#msg4470

18
English forum / RGBA8 texture is unsuported in Compute shaders
« Last post by msomeone on October 10, 2014, 08:55:56 AM »
Hello,
i've recently tried using GLSL Hacker with compute shaders and discovered that PF_U8_RGBA textures are not able to be written into.
As a reproducer i've modified gl-430-arb-compute-shader_Image_PostFX hostapi sample to create PF_U8_RGBA texture and changed r32f in compute shader to rgba8: http://pastebin.com/5Vr7TPV0

Is there something wrong in what i was doing or this could be considered as a bug?

offtopic: is there any chance, that 16bit channel textures would be supported in near future (sometimes one could need to load 16bit grayscale png for example)?

Thanks for attention
19
3D-Tech News Around The Web / Why AMD GPUs Are Right for Data Centers (FirePro S9100)
« Last post by JeGX on October 08, 2014, 02:21:03 PM »
Quote
When it comes to AMD FirePro™ S-Series GPUs, there is never “too much of a good thing.” During my conversations at trade shows and conventions, customers have been asking for a server GPU solution that not only provides the speed to accomplish computational tasks, but they also want accuracy for precise results. Earlier this year, we announced the top-of-line AMD FirePro™ S9150 – the most powerful server GPU ever built for High Performance Computing1 measured by performance/watt.  But customers also told us they want a product for mainstream, budget conscious projects that still delivers equally exceptional performance for HPC.
 
To meet that demand, we’ve expanded our server GPU portfolio. By infusing our most current iteration of the AMD GCN architecture2 into AMD FirePro™ server GPUs, we have been able to offer two products that deliver leading edge double-precision floating-point rates, and operate with tremendous efficiency.
 
The new AMD FirePro™ S9100 server GPU is supreme in its class, with high peak single- and double-precision floating point performance, including  2.11 TFLOPS peak double-precision and up to 9.4 GFLOPS per watt TDP double-precision performance3. Compute-intensive workloads are where this card excels. With 2,560 stream processors and 12GB of GDDR5 memory, the AMD FirePro S9100 is equipped to handle supercomputing tasks. For those working in scientific compute, research, or structural analysis, it would be fair to say this GPU is a compute powerhouse. On top of the performance, the card’s maximum TDP comes in at 225W, and its passive cooling solution makes it ideal for deployment in server environments.

Complete story:
http://community.amd.com/community/amd-blogs/amd-business/blog/2014/10/06/why-amd-gpus-are-right-for-the-data-center-a-closer-look-at-amd-firepro-s9100
20
3D-Tech News Around The Web / NVIDIA R344.24 WHQL for GTX 970M and GTX980M (notebook)
« Last post by JeGX on October 08, 2014, 09:18:04 AM »
Supports the new GeForce GTX 980M and GTX 970M GPUs, based upon the second-generation Maxwell architecture:

- R344.24 Win7/Win8 64-bit
- R344.24 Win7/Win8 32-bit
Pages: 1 [2] 3 4 ... 10