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31
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4473 Vulkan
« Last post by Stefan on June 30, 2016, 08:14:11 PM »
This driver supports Vulkan, officially only for Skylake

+ Vulkan device name recognition has been fixed
- Vulkan API version is reported as 1.0.0

Seascape demo in GPUCapsViewer crashes with Broadwell (using modified driver).
Can s.o. check with Skylake?

NB: comes with old OpenGL driver without Doom 2016 support


33
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4475 SKL/BXT/KBL
« Last post by Stefan on June 28, 2016, 04:17:53 PM »
HP OEM

Any vendor

Quote
DriverVer=06/17/2016,21.20.16.4475
; Included for standard DT builds

;=====================================================================
;    Windows Threshold Install - DT + Mobile
;=====================================================================
[IntelGfx.NTamd64.10.0]
;Envy x360
;Pavlova 1.0 13.3” KabyLake UMA
%iKBLULTGT2%        = iKBLD_w10_B3, PCI\VEN_8086&DEV_5916&SUBSYS_82B7103C;

;Monster
;Sphinx 1.0 13.3” KabyLake UMA
%iKBLULTGT2%        = iKBLD_w10_B3, PCI\VEN_8086&DEV_5916&SUBSYS_827E103C;
;Kerberos1.x 15.6” KabyLake DIS (N+I)
%iKBLULTGT2%        = iKBLD_w10_B3, PCI\VEN_8086&DEV_5916&SUBSYS_82C1103C;

;Hydra 1.0 KabyLake UMA
%iKBLULTGT2%        = iKBLD_w10_B3, PCI\VEN_8086&DEV_5916&SUBSYS_82CB103C;
%iKBLULTGT2%        = iKBLD_w10_B3, PCI\VEN_8086&DEV_5916&SUBSYS_82CC103C;

;Dessert 1.1
; Souffle 14" Skylake UMA
%iSKLULTGT2%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_8209103C;
; Souffle 14" Skylake Discrete N16S-GTR-S
%iSKLULTGT2%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_820A103C;
; Souffle 14" Skylake UMA_Pentium_Celeron
%iSKLULTGT1%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1906&SUBSYS_8209103C;
; Souffle 14" Skylake Discrete N16S-GTR-S_Pentium_Celeron
%iSKLULTGT1%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1906&SUBSYS_820A103C;
; Souffle 14.0” KabyLake UMA
%iKBLULTGT2%        = iKBLD_w10_B2, PCI\VEN_8086&DEV_5916&SUBSYS_8213103C;
; Souffle 14.0” KabyLake DIS (N+I)
%iKBLULTGT2%        = iKBLD_w10_B2, PCI\VEN_8086&DEV_5916&SUBSYS_8214103C;

; Puff 15.6" Skylake UMA
%iSKLULTGT2%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_820B103C;
; Puff 15.6" Skylake Discrete N16S-GTR-S
%iSKLULTGT2%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_820C103C;
; Puff 15.6" Skylake UMA_Pentium_Celeron
%iSKLULTGT1%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1906&SUBSYS_820B103C;
; Puff 15.6" Skylake Discrete N16S-GTR-S_Pentium_Celeron
%iSKLULTGT1%       = iSKLD_w10_B21, PCI\VEN_8086&DEV_1906&SUBSYS_820C103C;
; Puff 15.6” KabyLake UMA
%iKBLULTGT2%       = iKBLD_W10_B2, PCI\VEN_8086&DEV_5916&SUBSYS_8215103C;
; Puff 15.6” KabyLake DIS (N+I)
%iKBLULTGT2%       = iKBLD_W10_B2, PCI\VEN_8086&DEV_5916&SUBSYS_8216103C;

; Kirin 1.1 15.6" Skylake DIS (N+I)
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8257103C;
; Kirin 1.1 15.6" Skylake (3DCam)
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8258103C;
; Kirin 1.1 15.6" Skylake (A+I)
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8294103C;

; Trifle 15.6" Skylake Discrete
%iSKLHaloGT2%      = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_820D103C;
; Trifle 15.6" Skylake Discrete 3DCam
%iSKLHaloGT2%      = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_820E103C;

; Parfait 17.3" Skylake Discrete
%iSKLHaloGT2%      = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_820F103C;
; Parfait 17.3" Skylake Discrete 3DCam
%iSKLHaloGT2%      = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8210103C;
; Parfait 17.3" Skylake Discrete Super Power
%iSKLHaloGT2%      = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8211103C;
; Parfait 17.3" Skylake Discrete 3DCam Super Power
%iSKLHaloGT2%      = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8212103C;

;Omen
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_825B103C;
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_825C103C;
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_825F103C;
%iSKLHaloGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_191B&SUBSYS_8260103C;

;Chocolate
; Cadbury_1.1 14” SKL_U UMA
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A0103C;
; Cadbury_1.1 14” SKL-U I+N N16S-GT
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A3103C;
; Cadbury_1.1 14” SKL_U I+A Meso-XT
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A6103C;
; Crunch_1.1 15.6” SKL-U UMA
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A1103C;
; Crunch_1.1 15.6” SKL-U I+N N16S-GT
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A4103C;
; Crunch_1.1 15.6” SKL-U I+N N16V-920M
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_819E103C;
; Crunch_1.1 15.6” SKL-U I+A Meso-XT
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A7103C;
 
; Crunch_1.1 15.6” SKL-H UMA
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_8119103C;
; Crunch_2.0 15.6” SKL-H I+N N16P-GT ) (non-3Dcamera)
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_80A9103C;
; Crunch_2.0 15.6” SKL-H I+N N16P-GT ) (3Dcamera)
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_816B103C;
; Crunch_2.0 15.6” SKL-H UMA (non-3Dcamera)
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_818D103C;
; Crunch_2.0 15.6” SKL-H UMA (3Dcamera)
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_818E103C;
; Crunch_2.0 15.6” SKL-U UMA (3Dcamera)
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_819A103C;
; Crunch_2.0 15.6” SKL-U I+N N16S (3Dcamera)
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_819B103C;
; Crunch_2.0 15.6” SKL-U I+N N16E-GR (3Dcamera)
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_819C103C;
; Crunch_2.0 15.6” SKL-U I+N N16E-GR (non-3Dcamera)
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_819D103C;
; Crunch_2.0 15.6” SKL-U UMA
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_809C103C;
; Crunch_2.0 15.6” SKL-U UMA
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_809D103C;
 
; Godiva_1.1 17.3” SKL-U UMA
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A2103C;
; Godiva_1.1 17.3” SKL-H UMA
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_811A103C;
; Godiva_1.1 17.3” SKL-U I+N N16S-GT
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_80A5103C;
; Godiva_1.1 17.3” SKL-U I+N N16S-GT
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A5103C;
; Godiva_1.1 17.3” SKL-U I+N N16S-GT
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_80A8103C;

; Guylian_1.0 SKL-U UMA
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_816C103C;
; Guylian_1.0 SKL-U I+N (N16S)
%iSKLULTGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_1916&SUBSYS_816D103C;
; Guylian_1.0 SKL-U 15.6” SKL-H UMA
%iSKLHaloGT2%   = iSKLD_w10_B20, PCI\VEN_8086&DEV_191B&SUBSYS_816E103C;
; Guylian 1.1 KBL-U UMA
%iKBLULTGT2%    = iKBLD_w10_B2, PCI\VEN_8086&DEV_5916&SUBSYS_816F103C;
; Guylian 1.1 KBL-U DIS (N+I)
%iKBLULTGT2%    = iKBLD_w10_B2, PCI\VEN_8086&DEV_5916&SUBSYS_819F103C;

;Pike
; Pike 1.1 SKL_UMA
%iSKLULTGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_804E103C;
%iSKLULTGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_804F103C;
; Pike 1.1 SKL UMA_ISST
%iSKLULTGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_81A1103C;
; Pike 1.1 SKL UMA_Iris
%iSKLULTGT3e%   = iSKLD_w10_B21, PCI\VEN_8086&DEV_1926&SUBSYS_804E103C;
%iSKLULTGT3e%   = iSKLD_w10_B21, PCI\VEN_8086&DEV_1926&SUBSYS_804F103C;
; Pike 1.1 SKL UMA_ISST_Iris
%iSKLULTGT3e%   = iSKLD_w10_B21, PCI\VEN_8086&DEV_1926&SUBSYS_81A1103C;

; Pike_AN_2.0_vPro_UMA
%iSKLULTGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_8197103C;
; Pike_AN_2.0_non_vPro_UMA
%iSKLULTGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_8198103C;
; Pike_AN_2.0_vPro_UMA_Iris
%iSKLULTGT3e%   = iSKLD_w10_B21, PCI\VEN_8086&DEV_1926&SUBSYS_8197103C;
; Pike_AN_2.0_non_vPro_UMA_Iris
%iSKLULTGT3e%   = iSKLD_w10_B21, PCI\VEN_8086&DEV_1926&SUBSYS_8198103C;

;Pike OLED UMA
%iSKLULTGT2%     = iSKLD_w10_B22, PCI\VEN_8086&DEV_1916&SUBSYS_8297103C;
%iSKLULTGT3e%    = iSKLD_w10_B22, PCI\VEN_8086&DEV_1926&SUBSYS_8297103C;

;Pegasus 1.0
; Pegusas 1.0 SKL 4K Display_UMA
%iSKLULTGT2%    = iSKLD_w10_B21, PCI\VEN_8086&DEV_1916&SUBSYS_8174103C;
; Pegusas 1.0 SKL UMA_Iris
%iSKLULTGT3e%   = iSKLD_w10_B21, PCI\VEN_8086&DEV_1926&SUBSYS_8174103C;

; Millhone 12’’ UMA
%iSKLULXGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_191E&SUBSYS_8146103C;
; Millhone 12’’ UMA
%iSKLULXGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_191E&SUBSYS_8199103C;

; Gummi 12’’ UMA
%iSKLULXGT2%    = iSKLD_w10_B20, PCI\VEN_8086&DEV_191E&SUBSYS_8181103C;
34
3D-Tech News Around The Web / Layout: simple stacking box layout library in C
« Last post by JeGX on June 28, 2016, 03:07:14 PM »
Layout is a simple stacking box layout library. It's useful for calculating layouts for things like 2D user interfaces. It compiles as C99 or C++. Layout has no external dependencies, but does use stdlib.h and string.h for realloc and memset.




Link: https://github.com/randrew/layout


How to use Layout:

Code: [Select]
#include "layout.h"

// Let's pretend we're creating some kind of GUI with a master list on the
// left, and the content view on the right.

// We first need one of these
lay_context ctx;

// And we need to initialize it
lay_init_context(&ctx);

// The context will automatically resize its heap buffer to grow as needed
// during use. But we can avoid multiple reallocations by reserving as much
// space as we'll need up-front. Don't worry, lay_init_context doesn't do any
// allocations, so this is our first and only alloc.
lay_reserve_items_capacity(&ctx, 1024);

// Create our root item. Items are just 2D boxes.
lay_id root = lay_item(&ctx);

// Let's pretend we have a window in our game or OS of some known dimension.
// We'll want to explicitly set our root item to be that size.
lay_set_size_xy(&ctx, root, 1280, 720);

// Set our root item to arrange its children in a row, left-to-right, in the
// order they are inserted.
lay_set_contain(&ctx, root, LAY_ROW);

// Create the item for our master list.
lay_id master_list = lay_item(&ctx);
lay_insert(&ctx, root, master_list);
// Our master list has a specific fixed width, but we want it to fill all
// available vertical space.
lay_set_size_xy(&ctx, master_list, 400, 0);
// We set our item's behavior within its parent to desire filling up available
// vertical space.
lay_set_behave(&ctx, master_list, LAY_VFILL);
// And we set it so that it will lay out its children in a column,
// top-to-bottom, in the order they are inserted.
lay_set_contain(&ctx, master_list, LAY_COLUMN);

lay_id content_view = lay_item(&ctx);
lay_insert(&ctx, root, content_view);
// The content view just wants to fill up all of the remaining space, so we
// don't need to set any size on it.
//
// We could just set LAY_FILL here instead of bitwise-or'ing LAY_HFILL and
// LAY_VFILL, but I want to demonstrate that this is how you combine flags.
lay_set_behave(&ctx, content_view, LAY_HFILL | LAY_VFILL);

// Normally at this point, we would probably want to create items for our
// master list and our content view and insert them. This is just a dumb fake
// example, so let's move on to finishing up.

// Run the context -- this does all of the actual calculations.
lay_run_context(&ctx);

// Now we can get the calculated size of our items as 2D rectangles. The four
// components of the vector represent x and y of the top left corner, and then
// the width and height.
lay_vec4 master_list_rect = lay_get_rect(&ctx, master_list);
lay_vec4 content_view_rect = lay_get_rect(&ctx, content_view);

// master_list_rect  == {  0, 0, 400, 720}
// content_view_rect == {400, 0, 880, 720}

// If we're using an immediate-mode graphics library, we could draw our boxes
// with it now.
my_ui_library_draw_box_x_y_width_height(
    master_list_rect[0],
    master_list_rect[1],
    master_list_rect[2],
    master_list_rect[3]);

// You could also recursively go through the entire item hierarchy using
// lay_first_child and lay_next_sibling, or something like that.

// After you've used lay_run_context, the results should remain valid unless a
// reallocation occurs.
//
// However, while it's true that you could manually update the existing items
// in the context by using lay_set_size{_xy}, and then calling lay_run_context
// again, you might want to consider just rebuilding everything from scratch
// every frame. This is a lot easier to program than tedious fine-grained
// invalidation, and a context with thousands of items will probably still only
// take a handful of microseconds.
//
// There's no way to remove items -- once you create them and insert them,
// that's it. If we want to reset our context so that we can rebuild our layout
// tree from scratch, we use lay_reset_context:

lay_reset_context(&ctx);

// And now we could start over with creating the root item, inserting more
// items, etc. The reason we don't create a new context from scratch is that we
// want to reuse the buffer that was already allocated.

// But let's pretend we're shutting down our program -- we need to destroy our
// context.
lay_destroy_context(&ctx);

// The heap-allocated buffer is now freed. The context is now invalid for use
// until lay_init_context is called on it again.
36
3D-Tech News Around The Web / Re: (Vulkan) Stardust demo/benchmark
« Last post by nuninho1980 on June 27, 2016, 07:19:49 PM »
I got 410 fps running Win 7 x64 SP1 with i7-4790K@4.4GHz HT and new GTX 980 Ti SC+ with 368.39WHQL (HQ). :D

PS: I've received new EVGA GTX 980 Ti SC+ ACX2.0+ on june 20th :D after GTX 780 Ti classy RMAed because this old card got render failed at various times on Octane Render. ;)
37
3D-Tech News Around The Web / GeForce mobile Pascal driver 368.41 (withdrawn)
« Last post by Stefan on June 27, 2016, 05:41:59 PM »
This driver adds support for a couple of mobile Pascal GPUs

Driver has been withdrawn by manufacturer.
The interesting stuff are the new GPUs anyway...
Quote
NVIDIA_DEV.1BA1.5756.1458 = "NVIDIA GeForce GTX 1070"
NVIDIA_DEV.1BA1.B757.1458 = "NVIDIA GeForce GTX 1070"
NVIDIA_DEV.1BA1.D556.1458 = "NVIDIA GeForce GTX 1070"
NVIDIA_DEV.1BA9.3456.1458 = "NVIDIA Graphics Device"
NVIDIA_DEV.1BA9.3555.1458 = "NVIDIA Graphics Device"
NVIDIA_DEV.1BE0.3758.1458 = "NVIDIA GeForce GTX 1080"
NVIDIA_DEV.1BE1.3556.1458 = "NVIDIA GeForce GTX 1070"
NVIDIA_DEV.1BE1.3759.1458 = "NVIDIA GeForce GTX 1070"
NVIDIA_DEV.1BE5.3556.1458 = "NVIDIA Graphics Device"
NVIDIA_DEV.1C20.3456.1458 = "NVIDIA Graphics Device"
38
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4474
« Last post by Stefan on June 27, 2016, 04:49:51 PM »
ATM only for Lenovo OEM
64bit


This driver adds support for
GL_ARB_texture_barrier         
GL_EXT_timer_query

NB: "Doom 2016" launch bug has been fixed
39
3D-Tech News Around The Web / NVIDIA HairWorks 1.2 released
« Last post by Stefan on June 24, 2016, 03:20:40 PM »
HairWorks 1.2 Release Notes
===========================

NVIDIA HairWorks is a library for simulating and rendering dynamic hair and fur.

What's New
----------

This is a point release and changes the API significantly from 1.1.x.

* DirectX11
* Frame rate independent rendering
* Api consistency and style improvements
* Samples use a native sample framework
* Support for rendering to a cube-map
* Fully customizable serialization (implementations for memory and file system)
* Small bug fixes and improvements 
* Dynamic hair pins
* Tether hair pins
* Hair pin mesh ornaments


DirectX12
---------

NVIDIA HairWorks 1.2 for DirectX12 is under active development, and is **NOT AVAILABLE** within this public release. The documentation on DirectX12 usage and the Sdk headers are for illustrative purposes only and may be subject to change. Early access to HairWorks 1.2 for DirectX12 is available to developers on request at
visualfx-licensing@nvidia.com

Known Limitations
------------------

* No multi material support for any mesh type in the HairWorks viewer.

* Currently there is no support for adding extra animation files via fbx in the HairWorks viewer.

* Shadows may flicker a bit depending on the asset in HairWorks viewer. This is due to shadow resolution and depends on the shadow sampling techniques used in a given game engine.

* Guide hairs must be placed on the vertex of a growth mesh. DCC plug ins will move guides to closest vertex if they are not properly aligned.

* Only one guide per vertex is supported. Extra guides on vertex will be ignored at export.

* Number of cv/knot sampling per guide hair is the same per asset. Sampling is adjusted in DCC.

* Hair Interaction does not opperate between hairs of different assets.

* Alpha sorting is not supported.  So the root alpha feature must be used with limited range.

* The viewer currently supports only one character. However the character can have multiple hair assets.

Source Sample Assets
------------------
Source files were generated with:

* 3dsmax 2013 native 3dsMax Hair and Fur modifier.
* Maya 2013.5 Shave and a Haircut from http://www.joealter.com
 
40
3D-Tech News Around The Web / Vulkan SDK 1.0.17.0 Released
« Last post by Stefan on June 24, 2016, 03:18:15 PM »
 
This SDK supports Vulkan API revision 1.0.17.  The prior SDK supported Vulkan API revision 1.0.13.
Device layers are now deprecated! Any device layers must be converted to a layer that is queried and enabled at vkCreateInstance. vkEnumerateDeviceLayerProperties is deprecated.
  Overview of new features in SDK 1.0.17.0
  • VulkanInfo has been improved
  • Fence tracking and validation has been rearchitected
  • Validation layer test suite has been enhanced
  • Added default validation error callbacks
  • Additional structural and architectural layer improvements and cleanup to core_validation
  • Scores of bugfixes, new validation checks, and feature additions
This version of the SDK components are based on the following specifications and source code repositories:
   Last Commits
  • LoaderAndValidationLayers:     e966288576573  docs: Fix broken link in LoaderAndLayerInterface
  • VulkanTools:                  e0306ab0e1eeb2  winsdk: Fix multiple RT uninstall issue
  • VulkanSamples:                cb82ddaab2f5e1  winsdk: Fix multiple RT uninstall issue
  Known Issues
  • This WSI extension is not supported: VK_KHR_display_swapchain
Vulkan-LoaderAndValidationLayers Issues:
 
  • github #677 Problem with vkWaitDeviceIdle() in Validation Layers
  • github #676 Core validation layer incorrectly reports that swapchain image memory has not been filled
  • github #663 VkBuffer objects not bound to VkDeviceMemory objects are not detected on use
  • github #660 VS Input error when using push constants gi- thub #659 Instance extension from an implicit layer cannot add entry points. github #658 Inconsistant handle display in api_dump and validation layer messages
  • github #650 Core_validation: ValidateCmdBufImageLayouts() should be treating D views of DS images as DS image views
  • github #648 Core_validation: "Buffer Barrier X has offset Y and size Z whose sum is greater than total size W" error refers to the wrong size
  • github #621 IMAGE: "unsupported format" error may be too strict
  • github #618 object_tracker doesn't use the correct wsi extension flags
  • github #616 Crash if binding point is used with no resource has been bound
  • github #615 unique_objects layer doesn't use the correct wsi extension enable flags
  • github #605 vkCmdResolveImage generates invalid "Cannot read invalid memory..., please fill..." message github #561 Resetting command pool doesn't track fences properly
  • github #527 Core Validation: Invalid "explicit dep needed" warning is issued at vkCmdBeginRenderPass() call time.
  • github #462 Validation for pCreateInfo structures does not report actual index (attachments, vertex input state)
  • github #410 DS: vkQueueSubmit checks Event state too early when vkSetEvent is used
  • github #403 [CTS] Object tracker maps need to be per device
  • github #370 loader needs to use object allocators passed by application for memory allocations
  • github #335 Undefined memory tracking is not fine grained enough
  • github #328 Validation layer reports errors if memory object alias same memory
  • github #321 vkAllocateMemory not handling null pointers
  • github #306 race on globalLockInitialized: it is reset after releasing the mutex lock
  • github #282 layer_validation_test failures
  • github #281 Cube -- validate with screenshot crashes on AMD/Intel Win 10
  • github #280 Cube resize stops updating image on Win 10 Intel driver
  • github #279 Samples validation errors on AMD driver
  • github #278 tri resize broken on AMD driver
  • github #277 render tests --show-images doesn't work
  • github #276 render tests have validation errors
  • github #128 Memory layer: "Cannot read invalid memory X, please fill the memory before using" is incorrectly reported
  • github #90 loader: Add support for WSI VK_KHR_display_swapchain extension
  • github #54 vk_layer_validation_tests test failure
  • github #36 loader: pointer cast build warnings
LunarXchange Issues:
 
  • LX #552 Declining Frame Rate
  • LX #549 vkreplay segfault when used with xlib
  • LX #532 Bindless and ' descriptor index %d is being used in draw but has not been updated'
  • LX #527 The draw state validation layer incorrectly reports layout error when submitting command buffer. Vulkan-LoaderAndValidationLayers GitHub
  • LX #523 When I enable validation layers vkCreateWin32SurfaceKHR returns garbage pointer and vkCreateSwapchainKHR crashes
  • LX #484 vktrace puts trace file in same dir as trace library if -o not specified
  • LX #305 [1.0.1.1] Validation draw state layer too slow for vkGetQueryPoolResults()
VulkanTools/VulkanSamples issues:
 
  • github #1 [VulkanTools] Running vktrace with validation enabled causes vkreplay to fail.
  • github #3 [VulkanTools] writes to device memory allocated with VK_MEMORY_PROPERTY_HOST_COHERENT_BIT are not captured
  • github #33 [VulkanTools] The trace file generated on 32bit system cannot be read by 64bit traceviewer
  • github #42 [VulkanTools] miss alignment for some arm cpu vfp load instructions
  • github #45 [VulkanTools] Examples at https://github.com/McNopper/Vulkan don't trace/replay
  • github #49 [VulkanTools] Examples at https://github.com/SaschaWillems/Vulkan don't all trace and replay
  • github #50 [VulkanTools] vktrace: VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT is not being handled consistently with regards to VkUpdateDescriptorSets()
  • github #51 [VulkanTools] Message "VS consumes input at location 0 but not provided" could be more helpful
  • github #53 [VulkanTools] vktrace dies on Win7/32
 
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