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71
3D-Tech News Around The Web / NVIDIA HairWorks 1.2.1 released
« Last post by Stefan on December 07, 2016, 05:16:37 PM »
NVIDIA HairWorks is a library for simulating and rendering dynamic hair and fur.


 What’s New

General
1.2.1
This is a minor update release. It does contain small API changes.
 
  • Improved versioning information
  • More explicit handling of rendering state with debug rendering
API changes
 
  • AssetHeaderInfo - m_fileVersion string becomes m_serialVersion integer
  • VisualizationSettings structure can control depth buffer on call to renderVisualization
  • const BuildInfo& getBuildInfo() replaces getBuildString(). The m_buildString member of BuildInfo holds the same value as getBuildString().
  • BuildInfo structure contains methods that can convert version numbers encoded as ints to strings and vice versa

72
3D-Tech News Around The Web / Intel HD Graphics Driver 21.20.16.4552
« Last post by Stefan on December 07, 2016, 02:04:12 AM »
Downloads the Intel® Beta Graphics Driver for Skyrim SE* and Fallout 4*.

This beta driver improves image quality while fixing certain graphics issues observed in Fallout 4* and The Elder Scrolls V: Skyrim Special Edition* on Intel® graphics devices.

Quote
DriverVer=11/23/2016,21.20.16.4552
;=====================================================================
;    Windows 7 Install - DT Only
;=====================================================================
[IntelGfx.NTamd64.6.1]
; SKL HW
%iSKLULTGT1%     = iSKLD_w7, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w7, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w7, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w7, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w7, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w7, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w7, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w7, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w7, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w7, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w7, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w7, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w7, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w7, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w7, PCI\VEN_8086&DEV_193D
;=====================================================================
;    Windows 8 Install - DT Only
;=====================================================================
[IntelGfx.NTamd64.6.2]

;=====================================================================
;    Windows 8.1 Install - DT Only
;=====================================================================
[IntelGfx.NTamd64.6.3]
; SKL HW
%iSKLULTGT1%     = iSKLD_w81, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w81, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w81, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w81, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w81, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w81, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w81, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w81, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w81, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w81, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w81, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w81, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w81, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w81, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%     = iSKLD_w81, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w81, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w81, PCI\VEN_8086&DEV_193D

;=====================================================================
;    Windows Threshold Install - DT + Mobile
;=====================================================================
[IntelGfx.NTamd64.10.0]
; SKL HW
%iSKLULTGT1%     = iSKLD_w10, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w10, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w10, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w10, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w10, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w10, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w10, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w10, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w10, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w10, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w10, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w10, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w10, PCI\VEN_8086&DEV_193D
; BXT HW
%iBXTGTP%       = iBXTD_w10, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%       = iBXTD_w10, PCI\VEN_8086&DEV_5A85
;KBL HW
%iKBLULTGT2%        = iKBLD_w10, PCI\VEN_8086&DEV_5916
%iKBLULXGT2%        = iKBLD_w10, PCI\VEN_8086&DEV_591E
;=====================================================================
;    Windows Redstone Install - DT Only Using Driver Store
;=====================================================================
[IntelGfx.NTamd64.10.0...14393]
; SKL HW
%iSKLULTGT1%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%      = iSKLD_w10_DS, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W% = iSKLD_w10_DS, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%      = iSKLD_w10_DS, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%   = iSKLD_w10_DS, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe% = iSKLD_w10_DS, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%   = iSKLD_w10_DS, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%    = iSKLD_w10_DS, PCI\VEN_8086&DEV_193D
; BXT HW
%iBXTGTP%     = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%   = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A85
;KBL HW
%iKBLULTGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5916
%iKBLULXGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_591E
73
3D-Tech News Around The Web / RenderDoc v0.32 adds support for D3D12
« Last post by Stefan on December 06, 2016, 09:17:02 PM »
Quote
Time for another RenderDoc release! This time coming with support for D3D12.

The D3D12 support comes with a few provisos - it currently doesn't support multiple GPUs (i.e. NodeMask must be 0 everywhere), and it doesn't support tiled/reserved resources. This functionality will be filled in in the future, but given the high complexity to relatively low usage, it's prioritised appropriately.
74
3D-Tech News Around The Web / Re: NVIDIA GeForce driver 376.19
« Last post by JeGX on December 06, 2016, 05:20:46 PM »

75
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 06, 2016, 10:16:26 AM »
But unfortunately I'm working with a GNU/Linux build of GeeXLab.

I will try to compile the DLLs for Linux asap.


If you only need to store data in the render target, no need to bind the render target texture. The shader will automatically write on the render target texture. You have to bind the render target texture later when you will read it in a shader:

Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)


-- frame --
-- Render some stuff in the render target
--
gh_render_target.bind(render_tex_tgt)
gh_gpu_program.bind(rt_gpu_prog)
draw_quad()
gh_render_target.unbind(render_tex_tgt)


-- Now read from the render target texture
--
gh_gpu_program.bind(gpu_prog2)
local col_tex_unit = 0
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)
draw_quad()

The reference guide is not up to date. There is another function that binds a particular render target texture when you create a render target with several color targets.
76
3D-Tech News Around The Web / NVIDIA GeForce driver 376.19
« Last post by Stefan on December 05, 2016, 06:39:27 PM »
 Official 376.19 Game Ready WHQL Display Driver Feedback Thread (Released 12/5/16)

Quote
Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.  Today we are releasing Game Ready Driver 376.19 providing optimal VR experience for Oculus Touch launch titles.
 
 Learn more here: http://www.geforce.com/whats-new/articles/oculus-touch-game-ready-driver
77
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by coolkid87 on December 05, 2016, 05:17:34 PM »
Hello JeGx, thanks for the reply and I appreciate the effort you've put to incorporate the format into the tool right away :) . I'm currently storing pixel index in texture, that's why I needed 16bit format support since the texture can be as big as 2kx2k. But unfortunately I'm working with a GNU/Linux build of GeeXLab. In general I'm having trouble to access a texture bound with a render target created with gh_render_target.create_ex()(1 sample and no linear filtering) but they're working fine with gh_render_target.create().
I'm using the code such as below
Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)
render_tex_color = gh_texture.create_2d(winW, winH)
-- frame --
gh_render_target.bind(render_tex_tgt)
local col_tex_unit = 0
gh_texture.bind(render_tex_color, col_tex_unit)
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)

I'm yet to find a way to use the gh_texture.activate_rt_color() method with MRT render target created with gh_render_target.create_v2(). So it's possible that I'm using the methods in wrong way altogether.

In a few days I'll have access to a Windows PC, I'll let you know about the results I've got after testing it on that platform.
Cheers.
78
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 05, 2016, 03:15:24 PM »
I updated the GeeXLab core DLLs with new pixels formats for the render targets:
Code: [Select]
PF_UI32_R = 13
PF_UI32_RG = 14
PF_UI32_RGBA = 15
PF_I32_R = 16
PF_I32_RG = 17
PF_I32_RGBA = 18
PF_UI16_R = 19
PF_UI16_RG = 20
PF_UI16_RGBA = 21
PF_I16_R = 22
PF_I16_RG = 23
PF_I16_RGBA = 24
PF_UI8_R = 25
PF_UI8_RG = 26
PF_UI8_RGBA = 27
PF_I8_R = 28
PF_I8_RG = 29
PF_I8_RGBA = 30

You can downloads the DLLs from this link: http://www.geeks3d.com/dl/show/1000

Just copy these DLLs in GeeXLab folder. These DLLs work with GeeXLab 0.13.0 for Windows.

I didn't test these new PFs so let me know.
79
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 05, 2016, 01:42:04 PM »
Currently, all pixel formats supported for the render targets are:

Code: [Select]
PF_U8_RGB = 1
PF_U8_BGR = 2
PF_U8_RGBA = 3
PF_U8_BGRA = 4

PF_F32_RGB = 5
PF_F32_RGBA = 6

PF_F32_R = 7

PF_F16_RGB = 8
PF_F16_RGBA = 9
PF_F16_R = 10

Let me know what pixel formats you need (like RG16UI) and I will try to update GeeXLab (Windows version) asap.

 

80
English forum / Re: Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« Last post by JeGX on December 05, 2016, 01:35:36 PM »
Thanks Stefan, I will try it asap.
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