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81
3D-Tech News Around The Web / Vulkan Synchronization Examples
« Last post by JeGX on July 28, 2017, 08:19:24 AM »
Lot of synchronization examples are available here:

https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples

Quote
Synchronization in Vulkan can be confusing. It takes a lot of time to understand, and even then it's easy to trip up on small details. Most common use of Vulkan synchronization can be boiled down to a handful of use cases though, and this page lists a number of examples. May expand this in future to include other questions about synchronization.


Swapchain Image Acquire and Present:
Code: [Select]
VkAttachmentReference attachmentReference = {
    .attachment = 0,
    .layout     = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};

// Subpass containing first draw
VkSubpassDescription subpass = {
    ...
    .colorAttachmentCount = 1,
    .pColorAttachments = &attachmentReference,
    ...};

/* Only need a dependency coming in to ensure that the first
   layout transition happens at the right time.
   Second external dependency is implied by having a different
   finalLayout and subpass layout. */
VkSubpassDependency dependency = {
    .srcSubpass = VK_SUBPASS_EXTERNAL,
    .dstSubpass = 0,
    .srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .srcAccessMask = 0,
    .dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
    .dependencyFlags = 0};

VkAttachmentDescription attachmentDescription = {
    ...
    .loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
    ...
    .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
    .finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};

VkRenderPassCreateInfo renderPassCreateInfo = {
    ...
    .attachmentCount = 1,
    .pAttachments    = &attachmentDescription,
    .subpassCount    = 1,
    .pSubpasses      = &subpass,
    .dependencyCount = 1,
    .pDependencies   = &dependency};

vkCreateRenderPass(...);

...

vkAcquireNextImageKHR(
    ...
    acquireSemaphore,   //semaphore
    ...
    &imageIndex);       //image index

VkPipelineStageFlags waitDstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;

VkSubmitInfo submitInfo = {
    ...
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &acquireSemaphore,
    .pWaitDstStageMask = &waitDstStageMask,
    ...
    .signalSemaphoreCount = 1,
    .pSignalSemaphores = &graphicsSemaphore};

vkQueueSubmit(..., &submitInfo, ...);

VkPresentInfoKHR presentInfo = {
    .waitSemaphoreCount = 1,
    .pWaitSemaphores = &graphicsSemaphore,
    ...};

vkQueuePresentKHR(..., &presentInfo);
82
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.34.x.x released
« Last post by JeGX on July 28, 2017, 07:19:59 AM »
Wait for the new GPU Caps Viewer 1.35.  I fixed many small bugs in the Vulkan code and it should run better with latest AMD Crimson drivers.
83
Geeks3D's GPU Tools / Re: GPU Caps Viewer 1.34.x.x released
« Last post by Athlonite on July 28, 2017, 05:17:34 AM »
All Vulcan demos cause the program to error out and close all the other demos work fine though
Sapphire Nitro+ RX580 8GB OC stock clocks
ADM FX8320 stock clocks
8GB DDR3-2400
Windows 10 1607 x64
Radeon Software 17.7.2 x64
84
3D-Tech News Around The Web / CRYENGINE 5.4 Preview adds Vulkan support
« Last post by Stefan on July 27, 2017, 08:36:11 PM »
This week, the CRYENGINE 5.4 Preview is a major update which couldn’t have been achieved without all of the feedback from the community. There are several major advancements and integrations that we think will make things more accessible and let you achieve even more, more rapidly.


With over 623 improvements, fixes and features this release includes all new Vulkan API support, and although it’s our first step on the road you can expect further support on this soon. Also included is the Entity Component System with unified standard entities across C++ and Schematyc.


For Artists, we have a much requested Substance integration for the reading of material archives and manipulation of texture inputs with in-editor graphing. Additionally, we have expanded the feature set of the terrain system to allow for better blending of terrain and objects within your level.


Iterating on existing technology there is a second iteration of the Asset System which provides improvements and extended usage across tools, with thumbnail generation and all new dependency tracking. To get started, you can find the CRYENGINE 5.4 Preview on Github HERE!
85
3D-Tech News Around The Web / AMD Crimson ReLive Edition 17.7.2
« Last post by Stefan on July 27, 2017, 03:51:09 AM »
 Radeon Software Crimson ReLive Edition 17.7.2 Highlights

 New Features and Improvements

 Radeon Settings
    • Radeon Additional Settings has been retired and its previously supported controls for Switchable Graphics, Color Depth and Pixel Format have all been moved into Radeon Settings.
Radeon ReLive (1)
    • Now supports bitrates up to 100Mbps for recording or capturing.
    • Added new controls for camera transparency.
    • Optimized memory usage for lower overhead while recording or capturing.
    • Added new notifications for Instant Replay Saving, Recording Timers in Overlay Toolbar and Network Connectivity Issues when streaming.
    • Enhanced Audio Controls: Radeon Software Crimson ReLive Edition now has support for customizable microphone volume controls, audio boost for captured replays and push to talk (mouse + keyboard) support for microphone.
Radeon Chill(2)
    • Now supports DirectX®12 and Vulkan™. For more details on new and supported games visit http://www.radeon.com/chill.
    • Now supports Multi-GPU.
    • Now supports Hybrid Graphics system configurations.
    • Now supports Radeon XConnect™ Technology system configurations.
Enhanced Sync(3)
    • Enhanced Sync is a display technology which helps minimize screen tearing while decreasing latency and stuttering at an unlocked frame rate. Enhanced Sync is available in Radeon Settings Game Manager under the "Wait for Vertical Refresh" drop down menu.
Per-Display Color Controls(4)
    • Per-Display Color Controls are now available in the display tab of Radeon Settings allowing users to configure Brightness, Hue, Contrast and Saturation.
Game Responsiveness(5)
    • Radeon Software Crimson ReLive Edition 17.7.2 features optimizations for improved gaming responsiveness in DirectX®9 and select DirectX®11 gaming titles.
Radeon WattMan(6)
    • Now supports memory underclocking.
    • Now supports power state controls.
Frame Rate Target Control(7)
    • Now supports DirectX®12 and Multi-GPU.
Shader Cache(8)
    • Shader Cache is now supported for select DirectX®9 titles
Radeon Software Vanguard Beta Program
    • The Radeon Software Vanguard Beta Tester program aims at opening a channel for selected participants to work directly with AMD, giving a voice and platform to share their passion for Radeon Software. For more information about Radeon Software Vanguard visit www.Radeon.com/Vanguard.
Radeon.com Feedback and Feature Voting
    • Radeon Software feedback and feature voting has been updated. Visit www.radeon.com/feedback to provide Radeon Software feedback and vote on future Radeon Software features.
Fixed Issues
    • Mass Effect™: Andromeda may experience incorrect colors when using an HDR display and a secondary SDR display connected in extended mode.
    • Fan speeds when using Radeon WattMan may remain elevated and not drop back to idle states after 3D workloads.
    • Some video playback applications may experience stutter in fullscreen with AMD FreeSync™ technology enabled.
    • Radeon ReLive may exhibit corruption in recordings when capturing Microsoft Office applications.
    • Radeon ReLive may experience recording or streaming issues when task switching using ALT+TAB.
Known Issues
    • Radeon WattMan fan settings may reset to defaults on Radeon Software upgrade to 17.7.2.
    • Tekken™ 7 may experience a crash (Chapter 13) on some Radeon RX 380 Series graphics products.
    • GPU Scaling may fail to work on some DirectX®11 applications.
    • 4x Multi-GPU system configurations may fail to enable AMD CrossFire technology mode due to a missing toggle in Radeon Settings.
    • Some protected content applications may experience an HDCP error code while playing BluRay content. A workaround is to unplug and re-plug the connected display or turn the display off and then back on.
86
3D-Tech News Around The Web / Linux Graphics Demystified
« Last post by JeGX on July 26, 2017, 07:16:53 PM »
A 49-page PDF about graphics on Linux is available here:
https://keyj.emphy.de/files/linuxgraphics_en.pdf


87
3D-Tech News Around The Web / WebGL Insights book now available for free
« Last post by Stefan on July 26, 2017, 06:22:18 PM »
Quote
WebGL Insights book now available for free

Jul 26, 2017
The entire WebGL Insights book is now available for free in PDF format with permission from CRC Press. The 23 chapters on advanced WebGL topics from 42 authors and 25 reviewers is basically still the only book on _advanced_ WebGL. Get your copy today, and start making awesome WebGL content.

Hit the link on GITHUB, not the one that reads 51 bucks  ::)

source: https://www.opengl.org/news/comments/webgl-insights-book-now-available-for-free
88
3D-Tech News Around The Web / NVIDIA NVFLASH 5.398 (adds Volta support)
« Last post by Stefan on July 25, 2017, 07:10:59 PM »
Download from TPU

Check incl. TXT file for options.

 Compared to v5.370 this version adds support for

GeForce MX150
P106-100
P104-100
P102-100
Quadro P5200
TITAN Xp
Tesla V100-SXM2-16GB

Build Information
- Build Date: Jun 20 2017
- Build Time: 00:57:52
- Build CL: 22341182


 

90
Big Surprise for Top AI Brainiacs: NVIDIA CEO Gives World’s Top AI Researchers First NVIDIA Tesla V100s
 

 
 AI is reshaping the world. The researchers gathered at this week’s Computer Vision and Pattern Recognition conference in Honolulu are reshaping AI.
 
 That’s why NVIDIA CEO Jensen Huang chose to light up a meetup of elite deep learning researchers at CVPR to unveil the NVIDIA Tesla V100, our latest GPU, based on our Volta architecture, by presenting it to 15 participants in our NVIDIA AI Labs program.
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