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Messages - JeGX

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81
The bug is fixed in the new GPU Caps Viewer 1.41.0 (I should release it very shortly):

GPU Caps Viewer - OpenGL tessellation demo - Intel GPU

Thanks once again for your feedback!

82
Thanks Dorian for the feedback.
I will look at the bugs and update the demo.

83
3D-Tech News Around The Web / NVIDIA PhysX SDK 4.0 released
« on: December 20, 2018, 07:46:10 PM »
PhysX 4.0 has been released:

https://github.com/NVIDIAGameWorks/PhysX


Changes and Resolved Issues:


General

Added:
- New Temporal Gauss Seidel (TGS) solver offering a new level of simulation accuracy.
- New Reduced Coordinate Articulation feature with no relative positional error and realistic actuation.
- New automatic multi-broadphase (ABP) providing better out of the box performance for many use cases.
- New BVH structure supporting better performance for actors with many shapes.

Removed:
- PhysX Particle feature.
- PhysX Cloth feature.
- The deprecated active transforms feature has been removed. Please use active actors instead.
- The deprecated multi client behavior feature has been removed.
- The deprecated legacy heightfields have been removed.

Changed:
- The PhysX SDK build system is now based on CMake generated build configuration files. For more details, please refer to the PhysX SDK 4.0 Migration Guide.
- The Linux build has been changed to produce static as opposed to shared libraries. The compiler was switched from GCC to Clang.
- The PxShared library contains functionality shared beyond the PhysX SDK. It has been streamlined to a minimal set of headers. The PxFoundation singleton has been moved back to the PhysX SDK, as well as the task manager, CUDA context manager and PhysX Visual Debugger (PVD) functionality.
- PhysXDelayLoadHook and PhysXGpuLoadHook have been simplified, and PxFoundationDelayLoadHook has been removed.




Rigid Bodies

Added:
- A new broadphase implementation has been added. See PxBroadPhaseType::eABP for details. This is now the default broadphase implementation.
- TGS: A new rigid body solver, which can produce improved convergence compared to the default rigid body solver.
- Optional torsional friction model to simulate rotational friction when there is just a single point of contact.
- A flag to enable friction constraints to be processed every frame has been added
- PxContactJoint added to represent contacts in inverse dynamics. Not intended for use in simulation.
- A missing PxShape::getReferenceCount() function has been added.

Removed:
- PxVisualizationParameter::eDEPRECATED_BODY_JOINT_GROUPS has been removed.
- PxSceneDesc::maxNbObjectsPerRegion has been removed.
- PxRigidActor::createShape() has been removed. Please use PxPhysics::createShape() or PxRigidActorExt::createExclusiveShape() instead
- The deprecated mass parameter in PxTolerancesScale has been removed.
- PxSceneFlag::eDEPRECATED_TRIGGER_TRIGGER_REPORTS has been removed.

Changed:
- Aggregates can now contain more than 128 actors.
- Switching a kinematic object to dynamic does not automatically wake up the object anymore. Explicit calls to PxRigidDynamic::wakeUp() are now needed.
- Switching a kinematic object to dynamic re-inserts the object into the broadphase, producing PxPairFlag::eNOTIFY_TOUCH_FOUND events instead of PxPairFlag::eNOTIFY_TOUCH_PERSISTS events.
- PxConvexMeshGeometryFlag::eTIGHT_BOUNDS is now enabled by default for PxConvexMeshGeometry.
- The default max angular velocity for rigid bodies has been changed, from 7 to 100.



Extensions

Added:
- PxD6Joint now supports per-axis linear limit pairs.
- Added PxSphericalJoint::getSwingYAngle and PxSphericalJoint::getSwingZAngle.
- Added PxD6Joint distance limit debug visualization.
- Added PxD6JointCreate.h file with helper functions to setup the D6 joint in various common configurations.
- Added pyramidal swing limits to the D6 joint.

Removed:
- PxComputeHeightFieldPenetration has a new signature.
- PxComputeMeshPenetration has been removed. Use PxComputeTriangleMeshPenetration instead.

Changed:
- PxRevoluteJoint now properly supports a -PI*2 to +PI*2 range for its limits, and the accuracy of limits has been improved. In order to use extended limit ranges, PxConstraintFlag::eENABLE_EXTENDED_LIMITS must be raised on the constraint.
- PxD6Joint now properly supports a -PI*2 to +PI*2 range for its twist limit, and the accuracy of the twist limit has been improved. In order to use extended limit ranges, PxConstraintFlag::eENABLE_EXTENDED_LIMITS must be raised on the constraint.
- The accuracy of the D6 joint swing limits has been improved.
- PxDistanceJoint does now always insert constraint row, this change does increase the limit precision.
- PxDistanceJoint::getDistance does not anymore return squared distance.
- PxD6Joint::setDriveVelocity, PxD6Joint::setDrivePosition and PxRevoluteJoint::setDriveVelocity have now additional parameter autowake, which will wake the joint rigids up if true (default behavior).
- Joint shaders now take a bool to define whether to use extended joint limits or not.
- Joint shaders must now provide the cA2w and cB2w vectors, defining the world-space location of the joint anchors for both bodies.

Deprecated:
- PxD6Joint::getTwist() has been deprecated. Please use PxD6Joint::getTwistAngle() now.
- The previous PxD6Joint::setLinearLimit() and PxD6Joint::getLinearLimit() functions (supporting a single linear limit value) have been deprecated. Please use PxD6Joint::setDistanceLimit() and PxD6Joint::getDistanceLimit() instead. Or you can also use the new PxD6Joint::setLinearLimit() and PxD6Joint::getLinearLimit() functions, which now support pairs of linear limit values.



Scene queries

Removed:
- PxHitFlag::eDISTANCE has been removed.
- The PxVolumeCache feature has been removed.
- The PxSpatialIndex feature has been removed.
- The deprecated PxSceneFlag::eSUPPRESS_EAGER_SCENE_QUERY_REFIT has been removed.

Cooking

Added:
- PxBVHStructure added, it computes and stores BVH structure for given bounds. The structure can be used for actors with large amount of shapes to perform scene queries actor centric rather than shape centric. For more information please see guide or snippets.

Removed:
- PxPlatform enum has been removed. PhysX supported platforms all share the same endianness
- The deprecated PxCookingParams::meshCookingHint and PxCookingParams::meshSizePerformanceTradeOff parameters have been removed.
- The deprecated PxGetGaussMapVertexLimitForPlatform has been removed, use PxCookingParams::gaussMapLimit instead.
- The deprecated PxConvexMeshCookingType::eINFLATION_INCREMENTAL_HULL and PxCookingParams::skinWidth have been removed.
- PxBVH34MidphaseDesc::numTrisPerLeaf has been renamed to PxBVH34MidphaseDesc::numPrimsPerLeaf

84
Test of a tiny Lua lib for GeeXLab for creative coding and generative art.
Example adapted from a Processing sample.
Don't look at the FPS, there's a thread_sleep() in the FRAME script...

GeeXLab - generative art - variable discs + circles

#geexlab #creativecoding #generativeart #lua

85
3D-Tech News Around The Web / NVIDIA Asteroids Tech-Demo Released
« on: December 20, 2018, 02:27:58 PM »
Tech-demo that shows the new Mesh-shading feature of Turing GPU (GeForce RTX)

https://www.geeks3d.com/20181220/tested-nvidia-asteroids-tech-demo-released/

NVIDIA Asteroids tech-demo - mesh shading - Turing GPU

86
Microsoft Windows Sandbox is lightweight desktop environment tailored for safely running applications in isolation.

Quote
How many times have you downloaded an executable file, but were afraid to run it? Have you ever been in a situation which required a clean installation of Windows, but didn’t want to set up a virtual machine?

At Microsoft we regularly encounter these situations, so we developed Windows Sandbox: an isolated, temporary, desktop environment where you can run untrusted software without the fear of lasting impact to your PC. Any software installed in Windows Sandbox stays only in the sandbox and cannot affect your host. Once Windows Sandbox is closed, all the software with all its files and state are permanently deleted.

 
Windows Sandbox has the following properties:

- Part of Windows – everything required for this feature ships with Windows 10 Pro and Enterprise. No need to download a VHD!

- Pristine – every time Windows Sandbox runs, it’s as clean as a brand-new installation of Windows

- Disposable – nothing persists on the device; everything is discarded after you close the application

- Secure – uses hardware-based virtualization for kernel isolation, which relies on the Microsoft’s hypervisor to run a separate kernel which isolates Windows Sandbox from the host

- Efficient – uses integrated kernel scheduler, smart memory management, and virtual GPU
 

Prerequisites for using the feature:

- Windows 10 Pro or Enterprise Insider build 18305 or later
- AMD64 architecture
- Virtualization capabilities enabled in BIOS
- At least 4GB of RAM (8GB recommended)
- At least 1 GB of free disk space (SSD recommended)
-  At least 2 CPU cores (4 cores with hyperthreading recommended)


Graphics virtualization is also supported:
Quote
This enables the Windows Sandbox VM to benefit from hardware accelerated rendering, with Windows dynamically allocating graphics resources where they are needed across the host and guest. The result is improved performance and responsiveness for apps running in Windows Sandbox, as well as improved battery life for graphics-heavy use cases.

To take advantage of these benefits, you’ll need a system with a compatible GPU and graphics drivers (WDDM 2.5 or newer). Incompatible systems will render apps in Windows Sandbox with Microsoft’s CPU-based rendering technology.


More information:
https://techcommunity.microsoft.com/t5/Windows-Kernel-Internals/Windows-Sandbox/ba-p/301849


Microsoft Windows Sandbox

87
Fixed Issues
Quote
- Fan speed gauge in Radeon WattMan may sometimes overfill.
- Memory clocks on Radeon RX Vega series graphics products may become locked at 800Mhz.
- Game profiles with custom fan settings may sometimes remain even after closing a game.
- The game streaming tab may be missing in Radeon Settings when Radeon Software Adrenalin 2019 Edition is installed twice on a system.
- Radeon ReLive for VR may experience minor corruption for a few seconds immediately after connecting a headset.
- Auto tuning controls are not displaying their warning message in Radeon Overlay.
- Custom values for the sampling interval slider in the performance metrics feature may fail to enable.
- Radeon Settings may sometimes list a previously installed driver version even after driver successfully upgrading.
- Apply and Done buttons may sometimes overlap in Radeon Settings or Radeon Overlay.

Known Issues
Quote
- Some systems running multiple displays may experience mouse lag when at least one display is enabled but powered off.
- Uninstalling Radeon Software may fail to remove Radeon Settings.
- Zero RPM may fail to enable/disable correctly when switching between manual and automatic fan controls.
- Upgrade Advisor may intermittently fail to detect games and provide compatibility recommendations.
- A port 58888 already in use error message may be observed when AMD Link Server was disabled while an IOS device client was - connected.
- Radeon Overlay’s new in overlay video player may experience smoothness issues while adjusting the playback slider.
- Scene Editor may have issues with scrolling when many elements are added to a scene.
- Custom settings in Radeon WattMan may sometimes fail to apply on Radeon RX Vega series graphics products.


Downloads
- Adrenalin 18.12.3 win10 x64 @ Geeks3D
- Adrenalin 18.12.3 win7/win8 x64 @ Geeks3D

- Release notes and downloads @ AMD


Adrenalin 18.12.3 has the same OpenGL 4.6 and Vulkan 1.1.86 support than Adrenalin 18.12.2


AMD Adrenalin 18.12.3 - Software information

AMD Adrenalin 18.12.3 - GPU Caps Viewer information

88
GeeXLab - english forum / Hash codes demo (MD5, SHA-1, SHA-256)
« on: December 19, 2018, 06:09:48 PM »
A quick article about new hash functions in GeeXLab 0.26+

Article:
https://www.geeks3d.com/hacklab/20181219/hash-functions-md5-sha-1-sha-256/

Demo download (the demo requires GeeXLab 0.26.3.0+):
https://www.geeks3d.com/r/50041

GeeXLab download
https://www.geeks3d.com/geexlab/downloads/

GeeXLab - Hash code generator demo: MD5, SHA1, SHA256


89
GeeXLab - forum en français / GeeXLab disponible en version 0.26.3.0
« on: December 19, 2018, 04:32:40 PM »
La version 0.26.3.0 est dispo avec corrections de bugs et deux / trois petites nouveautés:

Téléchargement:
- https://www.geeks3d.com/geexlab/fr/downloads/

Quote
Version 0.26.3.0 - 2018.12.19
-----------------------------
* (2018.12.19) on Windows platform, the scene reloading with
  CTRL+R was broken for demos in zip files.
+ (2018.12.18) added buffer_copy() to gh_utils lib (lua, python).
* (2018.12.18) fixed wrong param index in gh_utils.buffer_create() in Lua.
! (2018.12.18) gh_utils.buffer_kill() can now delete all kind of memory buffers
  (from zip, from file and from... memory).
* (2018.12.18) fixed a buffer overflow in gh_utils.exe_from_buffer().
* (2018.12.18) fixed minor bugs in scene file loading (0-len files).
* (2018.12.17) fixed a memory leak in DROP files management.
! (2018.12.15) improved Lua scripting API code: all functions that should return an integer,
   now, return an integer!
+ (2018.12.15) added instancing_attrib_buffer_get() and instancing_attrib_buffer_update_needed()
  to gh_mesh lib (lua, python). The pointer returned by instancing_attrib_buffer_get() can be
  used with gh_utils.buffer_read_xxx() and gh_utils.buffer_write_xxx() functions.
+ (2018.12.14) added crc32(), checksum(), md5(), sha1() and sha256()
  to gh_utils lib (lua, python) for computing the hash of strings.
! (2018.12.14) gh_gpu_buffer.map() and gh_gpu_buffer.map_range() now returns
  a memory buffer pointer / size. This pointer can be used with
  gh_utils.buffer_read_xxx() and gh_utils.buffer_write_xxx() functions.

90
GeeXLab - english forum / GeeXLab 0.26.3.0 released
« on: December 19, 2018, 03:10:40 PM »
A new bugfix / maintenance version is available.

Downloads:
- https://www.geeks3d.com/geexlab/downloads/

Quote
Version 0.26.3.0 - 2018.12.19
* (2018.12.19) on Windows platform, the scene reloading with
  CTRL+R was broken for demos in zip files.
+ (2018.12.18) added buffer_copy() to gh_utils lib (lua, python).
* (2018.12.18) fixed wrong param index in gh_utils.buffer_create() in Lua.
! (2018.12.18) gh_utils.buffer_kill() can now delete all kind of memory buffers
  (from zip, from file and from... memory).
* (2018.12.18) fixed a buffer overflow in gh_utils.exe_from_buffer().
* (2018.12.18) fixed minor bugs in scene file loading (0-len files).
* (2018.12.17) fixed a memory leak in DROP files management.
! (2018.12.15) improved Lua scripting API code: all functions that should return an integer,
   now, return an integer!
+ (2018.12.15) added instancing_attrib_buffer_get() and instancing_attrib_buffer_update_needed()
  to gh_mesh lib (lua, python). The pointer returned by instancing_attrib_buffer_get() can be
  used with gh_utils.buffer_read_xxx() and gh_utils.buffer_write_xxx() functions.
+ (2018.12.14) added crc32(), checksum(), md5(), sha1() and sha256()
  to gh_utils lib (lua, python) for computing the hash of strings.
! (2018.12.14) gh_gpu_buffer.map() and gh_gpu_buffer.map_range() now returns
  a memory buffer pointer / size. This pointer can be used with
  gh_utils.buffer_read_xxx() and gh_utils.buffer_write_xxx() functions.


91
3D-Tech News Around The Web / Vulkan API specifications 1.1.96 released
« on: December 18, 2018, 11:36:39 AM »
Quote
Change log for December 16, 2018 Vulkan 1.1.96 spec update:

  * Update release number to 96.

Public Issues:

  * Fix typo in `vk.xml` for `structextends` attribute of
    slink:VkPhysicalDeviceShadingRateImagePropertiesNV (public PR 870).
  * Fix links in optimized PDF output (public PR 879).

Internal Issues:

  * Add a link to GitHub contributors in the <<credits, Other Credits>>
    section (internal issue 808).
  * Clarify the behavior of command aliases described in the <<versions,Core
    Revisions>> and <<initialization-functionpointers, Command Function
    Pointers>> sections and the registry schema document with respect to
    whether they are or are not the same entry point, and what the behaviour
    of the ftext:vkGet*ProcAddr commands is for each alias (internal issue
    1462).
  * Update slink:VkPipelineShaderStageCreateInfo valid usage statements for
    writing to code:Layer and code:viewportIndex to apply to any vertex
    processing stage (internal issue 1475).
  * Make sparse image creation optional for Y'C~B~C~R~ formats in the
    <<features-required-format-support, Required Format Support>> section
    and the <<features-formats-requiring-sampler-ycbcr-conversion, Formats
    requiring sampler Y'C~B~C~R~ conversion for
    ename:VK_IMAGE_ASPECT_COLOR_BIT image views>> table (internal issue
    1476).
  * Modify the valid usage statement for
    flink:vkCmdDrawIndirectByteCountEXT::pname:vertexStride to use the
    pname:maxTransformFeedbackBufferDataStride limit rather than the
    pname:maxVertexInputBindingStride limit, which is a better match for
    transform feedback related operations (internal issue 1487).
  * Changed all members of slink:VkPhysicalDevicePCIBusInfoPropertiesEXT to
    have the `uint32_t` type. This is an imcompatible change to an EXT
    that's very recently released; although this is against usual Vulkan WG
    policy, we discussed and consider this an acceptable risk, but have
    polled the mesa-dev list in case there are use cases we missed (internal
    issue 1492).
  * Set spec vetsion to 1 for `VK_GOOGLE_hlsl_functionality1` and
    `VK_GOOGLE_decorate_string` in `vk.xml` (internal MR 2948).
  * Remove redundant valid usage statement `VkImageCreateInfo-pNext-02395`
    (internal MR 2950).
  * Add `check_spec_links.py` script, use it in Gitlab CI, and fix many
    minor markup issues discovered by the script (internal MR 2955).
  * Update `BUILD.md` to the current Ruby version (2.5.3), and make some
    corresponding updates to per-platform build instructions (internal MR
    2956).
  * Fix binding numbers and other details in
    flink:vkUpdateDescriptorSetWithTemplate.txt example code blocks
    (internal MR 2960).
  * Remove some nautovalidity="true" in `vk.xml` for NV extensions where
    it's clearly wrong (internal MR 2970).

source: https://github.com/KhronosGroup/Vulkan-Docs/commit/b557dd2167a5b2c92a03a69b34ff7a4431cca7ad

92
Vulkan info for a Radeon RX Vega 56 on Windows 10 v1809 (report from GPU Caps Viewer)

- Instance extensions: 10
  - VK_KHR_surface (version: 25)
  - VK_KHR_win32_surface (version: 6)
  - VK_KHR_get_physical_device_properties2 (version: 1)
  - VK_KHR_get_surface_capabilities2 (version: 1)
  - VK_KHR_external_memory_capabilities (version: 1)
  - VK_KHR_device_group_creation (version: 1)
  - VK_KHR_external_semaphore_capabilities (version: 1)
  - VK_KHR_external_fence_capabilities (version: 1)
  - VK_EXT_debug_report (version: 9)
  - VK_EXT_debug_utils (version: 1)

- Instance layers: 3
  - VK_LAYER_AMD_switchable_graphics (version: 1.1.82, impl: 1)
  - VK_LAYER_VALVE_steam_overlay (version: 1.1.73, impl: 1)
  - VK_LAYER_LUNARG_standard_validation (version: 1.0.82, impl: 1)

- Physical devices: 1

  - [Vulkan device 0]: Radeon RX Vega ------------------
    - API version: 1.1.86
    - vendorID: 4098
    - deviceID: 26751
    - driver version: 8388672

  - memory heap count: 3
    - heap1: 7920MB
    - heap2: 7908MB
    - heap3: 256MB

  - memory type count: 4
    - mem type 0 - heap index : 0 - property flag : 1
      > mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
    - mem type 1 - heap index : 1 - property flag : 6
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
    - mem type 2 - heap index : 2 - property flag : 7
      > mem property: VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
    - mem type 3 - heap index : 1 - property flag : 14
      > mem property: VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
      > mem property: VK_MEMORY_PROPERTY_HOST_CACHED_BIT

  - extensions: 70
    - VK_KHR_sampler_mirror_clamp_to_edge (version: 1)
    - VK_KHR_shader_draw_parameters (version: 1)
    - VK_KHR_swapchain (version: 70)
    - VK_KHR_maintenance1 (version: 2)
    - VK_KHR_maintenance2 (version: 1)
    - VK_KHR_maintenance3 (version: 1)
    - VK_KHR_relaxed_block_layout (version: 1)
    - VK_KHR_dedicated_allocation (version: 3)
    - VK_KHR_descriptor_update_template (version: 1)
    - VK_KHR_external_memory (version: 1)
    - VK_KHR_external_memory_win32 (version: 1)
    - VK_KHR_device_group (version: 3)
    - VK_AMD_calibrated_timestamps (version: 1)
    - VK_KHR_bind_memory2 (version: 1)
    - VK_KHR_external_semaphore (version: 1)
    - VK_KHR_external_semaphore_win32 (version: 1)
    - VK_AMD_rasterization_order (version: 1)
    - VK_AMD_shader_ballot (version: 1)
    - VK_AMD_shader_trinary_minmax (version: 1)
    - VK_AMD_shader_explicit_vertex_parameter (version: 1)
    - VK_AMD_gcn_shader (version: 1)
    - VK_AMD_draw_indirect_count (version: 1)
    - VK_KHR_draw_indirect_count (version: 1)
    - VK_AMD_negative_viewport_height (version: 1)
    - VK_AMD_gpu_shader_half_float (version: 1)
    - VK_AMD_shader_info (version: 1)
    - VK_AMD_gpu_shader_half_float_fetch (version: 1)
    - VK_EXT_sampler_filter_minmax (version: 1)
    - VK_AMD_shader_fragment_mask (version: 1)
    - VK_EXT_hdr_metadata (version: 1)
    - VK_EXT_swapchain_colorspace (version: 3)
    - VK_AMD_wave_limits (version: 1)
    - VK_AMD_texture_gather_bias_lod (version: 1)
    - VK_AMD_mixed_attachment_samples (version: 1)
    - VK_EXT_sample_locations (version: 1)
    - VK_AMD_gpu_shader_int16 (version: 1)
    - VK_EXT_shader_subgroup_vote (version: 1)
    - VK_KHR_16bit_storage (version: 1)
    - VK_KHR_storage_buffer_storage_class (version: 1)
    - VK_AMD_gpa_interface (version: 1)
    - VK_EXT_shader_subgroup_ballot (version: 1)
    - VK_EXT_shader_stencil_export (version: 1)
    - VK_EXT_shader_viewport_index_layer (version: 1)
    - VK_KHR_get_memory_requirements2 (version: 1)
    - VK_KHR_image_format_list (version: 1)
    - VK_KHR_swapchain_mutable_format (version: 1)
    - VK_EXT_inline_uniform_block (version: 1)
    - VK_KHR_shader_atomic_int64 (version: 1)
    - VK_KHR_driver_properties (version: 1)
    - VK_KHR_create_renderpass2 (version: 1)
    - VK_KHR_8bit_storage (version: 1)
    - VK_KHR_multiview (version: 1)
    - VK_KHR_external_fence (version: 1)
    - VK_KHR_external_fence_win32 (version: 1)
    - VK_KHR_win32_keyed_mutex (version: 1)
    - VK_EXT_global_priority (version: 2)
    - VK_AMD_buffer_marker (version: 1)
    - VK_AMD_shader_image_load_store_lod (version: 1)
    - VK_EXT_external_memory_host (version: 1)
    - VK_EXT_depth_range_unrestricted (version: 1)
    - VK_AMD_shader_core_properties (version: 1)
    - VK_EXT_queue_family_foreign (version: 1)
    - VK_EXT_descriptor_indexing (version: 2)
    - VK_KHR_variable_pointers (version: 1)
    - VK_EXT_vertex_attribute_divisor (version: 3)
    - VK_EXT_conservative_rasterization (version: 1)
    - VK_GOOGLE_hlsl_functionality1 (version: 1)
    - VK_GOOGLE_decorate_string (version: 1)
    - VK_EXT_scalar_block_layout (version: 1)
    - VK_AMD_memory_overallocation_behavior (version: 1)

  - device layers: 1
    - VK_LAYER_AMD_switchable_graphics (version: 1.1.82, impl: 1)

  - device features:
    - robustBufferAccess: true
    - fullDrawIndexUint32: true
    - imageCubeArray: true
    - independentBlend: true
    - geometryShader: true
    - tessellationShader: true
    - sampleRateShading: true
    - dualSrcBlend: true
    - logicOp: true
    - multiDrawIndirect: true
    - drawIndirectFirstInstance: true
    - depthClamp: true
    - depthBiasClamp: true
    - fillModeNonSolid: true
    - depthBounds: true
    - wideLines: true
    - largePoints: true
    - alphaToOne: false
    - multiViewport: true
    - samplerAnisotropy: true
    - textureCompressionETC2: false
    - textureCompressionASTC_LDR: false
    - textureCompressionBC: true
    - occlusionQueryPrecise: true
    - pipelineStatisticsQuery: true
    - vertexPipelineStoresAndAtomics: true
    - fragmentStoresAndAtomics: true
    - shaderTessellationAndGeometryPointSize: true
    - shaderImageGatherExtended: true
    - shaderStorageImageExtendedFormats: true
    - shaderStorageImageMultisample: true
    - shaderStorageImageReadWithoutFormat: true
    - shaderStorageImageWriteWithoutFormat: true
    - shaderUniformBufferArrayDynamicIndexing: true
    - shaderSampledImageArrayDynamicIndexing: true
    - shaderStorageBufferArrayDynamicIndexing: true
    - shaderStorageImageArrayDynamicIndexing: true
    - shaderClipDistance: true
    - shaderCullDistance: true
    - shaderFloat64: true
    - shaderInt64: true
    - shaderInt16: true
    - shaderResourceResidency: true
    - shaderResourceMinLod: true
    - sparseBinding: true
    - sparseResidencyBuffer: true
    - sparseResidencyImage2D: true
    - sparseResidencyImage3D: true
    - sparseResidency2Samples: false
    - sparseResidency4Samples: true
    - sparseResidency8Samples: false
    - sparseResidency16Samples: false
    - sparseResidencyAliased: true
    - variableMultisampleRate: true
    - inheritedQueries: true

  - device limits
    - maxImageDimension1D: 16384
    - maxImageDimension2D: 16384
    - maxImageDimension3D: 2048
    - maxImageDimensionCube: 16384
    - maxImageArrayLayers: 2048
    - maxTexelBufferElements: 4294967295
    - maxUniformBufferRange: 4294967295
    - maxStorageBufferRange: 4294967295
    - maxPushConstantsSize: 128
    - maxMemoryAllocationCount: 4096
    - maxSamplerAllocationCount: 1048576
    - bufferImageGranularity: 1
    - sparseAddressSpaceSize: 17579301142528
    - maxBoundDescriptorSets: 32
    - maxPerStageDescriptorSamplers: 4294967295
    - maxPerStageDescriptorUniformBuffers: 4294967295
    - maxPerStageDescriptorSampledImages: 4294967295
    - maxPerStageDescriptorStorageImages: 4294967295
    - maxPerStageDescriptorInputAttachments: 4294967295
    - maxPerStageResources: 4294967295
    - maxDescriptorSetSamplers: 4294967295
    - maxDescriptorSetUniformBuffers: 4294967295
    - maxDescriptorSetUniformBuffersDynamic: 8
    - maxDescriptorSetStorageBuffers: 4294967295
    - maxDescriptorSetStorageBuffersDynamic: 8
    - maxDescriptorSetSampledImages: 4294967295
    - maxDescriptorSetStorageImages: 4294967295
    - maxDescriptorSetInputAttachments: 4294967295
    - maxVertexInputAttributes: 64
    - maxVertexInputBindings: 32
    - maxVertexInputAttributeOffset: 4294967295
    - maxVertexInputBindingStride: 16383
    - maxVertexOutputComponents: 128
    - maxTessellationGenerationLevel: 64
    - maxTessellationPatchSize: 32
    - maxTessellationControlPerVertexInputComponents: 128
    - maxTessellationControlPerVertexOutputComponents: 128
    - maxTessellationControlPerPatchOutputComponents: 120
    - maxTessellationControlTotalOutputComponents: 4096
    - maxTessellationEvaluationInputComponents: 128
    - maxTessellationEvaluationOutputComponents: 128
    - maxGeometryShaderInvocations: 127
    - maxGeometryInputComponents: 128
    - maxGeometryOutputComponents: 128
    - maxGeometryOutputVertices: 1024
    - maxGeometryTotalOutputComponents: 16384
    - maxFragmentInputComponents: 128
    - maxFragmentOutputAttachments: 8
    - maxFragmentDualSrcAttachments: 1
    - maxFragmentCombinedOutputResources: 4294967295
    - maxComputeSharedMemorySize: 32768
    - maxComputeWorkGroupCount: [65535; 65535; 65535]
    - maxComputeWorkGroupInvocations: 1024
    - maxComputeWorkGroupSize: [1024; 1024; 1024]
    - subPixelPrecisionBits: 8
    - subTexelPrecisionBits: 8
    - mipmapPrecisionBits: 8
    - maxDrawIndexedIndexValue: 4294967295
    - maxDrawIndirectCount: 4294967295
    - maxSamplerLodBias: 15.996094
    - maxSamplerAnisotropy: 16.000000
    - maxViewports: 16
    - maxViewportDimensions: [16384; 16384]
    - viewportBoundsRange: [-32768.000000 ; 32767.000000]
    - viewportSubPixelBits: 8
    - minMemoryMapAlignment: 64
    - minTexelBufferOffsetAlignment: 1
    - minUniformBufferOffsetAlignment: 16
    - minStorageBufferOffsetAlignment: 4
    - minTexelOffset: 4294967232
    - maxTexelOffset: 63
    - minTexelGatherOffset: 4294967264
    - maxTexelGatherOffset: 31
    - minInterpolationOffset: -2.000000
    - maxInterpolationOffset: 2.000000
    - subPixelInterpolationOffsetBits: 8
    - maxFramebufferWidth: 16384
    - maxFramebufferHeight: 16384
    - maxFramebufferLayers: 2048
    - framebufferColorSampleCounts: 15
    - framebufferDepthSampleCounts: 15
    - framebufferStencilSampleCounts: 15
    - framebufferNoAttachmentsSampleCounts: 15
    - maxColorAttachments: 8
    - sampledImageColorSampleCounts: 15
    - sampledImageIntegerSampleCounts: 15
    - sampledImageDepthSampleCounts: 15
    - sampledImageStencilSampleCounts: 15
    - storageImageSampleCounts: 15
    - maxSampleMaskWords: 1
    - timestampComputeAndGraphics: 1
    - timestampPeriod: 37.037037
    - maxClipDistances: 8
    - maxCullDistances: 8
    - maxCombinedClipAndCullDistances: 8
    - discreteQueuePriorities: 2
    - pointSizeRange: [0.000000 ; 8191.875000]
    - lineWidthRange: [0.000000 ; 8191.875000]
    - pointSizeGranularity: 0.125000
    - lineWidthGranularity: 0.125000
    - strictLines: 0
    - standardSampleLocations: 1
    - optimalBufferCopyOffsetAlignment: 1
    - optimalBufferCopyRowPitchAlignment: 1
    - nonCoherentAtomSize: 128

93
Tested on Win10 v1809 + Radeon RX Vega 56.

- OpenGL Extensions: 323 extensions (GL=299 and WGL=24)
  - GL_AMDX_debug_output
  - GL_AMD_blend_minmax_factor
  - GL_AMD_conservative_depth
  - GL_AMD_debug_output
  - GL_AMD_depth_clamp_separate
  - GL_AMD_draw_buffers_blend
  - GL_AMD_framebuffer_sample_positions
  - GL_AMD_gcn_shader
  - GL_AMD_gpu_shader_half_float
  - GL_AMD_gpu_shader_half_float_fetch
  - GL_AMD_gpu_shader_int16
  - GL_AMD_gpu_shader_int64
  - GL_AMD_interleaved_elements
  - GL_AMD_multi_draw_indirect
  - GL_AMD_name_gen_delete
  - GL_AMD_occlusion_query_event
  - GL_AMD_performance_monitor
  - GL_AMD_pinned_memory
  - GL_AMD_query_buffer_object
  - GL_AMD_sample_positions
  - GL_AMD_seamless_cubemap_per_texture
  - GL_AMD_shader_atomic_counter_ops
  - GL_AMD_shader_stencil_export
  - GL_AMD_shader_stencil_value_export
  - GL_AMD_shader_trace
  - GL_AMD_shader_trinary_minmax
  - GL_AMD_sparse_texture
  - GL_AMD_sparse_texture_pool
  - GL_AMD_stencil_operation_extended
  - GL_AMD_texture_cube_map_array
  - GL_AMD_texture_texture4
  - GL_AMD_transform_feedback3_lines_triangles
  - GL_AMD_transform_feedback4
  - GL_AMD_vertex_shader_layer
  - GL_AMD_vertex_shader_viewport_index
  - GL_ARB_ES2_compatibility
  - GL_ARB_ES3_1_compatibility
  - GL_ARB_ES3_compatibility
  - GL_ARB_arrays_of_arrays
  - GL_ARB_base_instance
  - GL_ARB_bindless_texture
  - GL_ARB_blend_func_extended
  - GL_ARB_buffer_storage
  - GL_ARB_clear_buffer_object
  - GL_ARB_clear_texture
  - GL_ARB_clip_control
  - GL_ARB_color_buffer_float
  - GL_ARB_compatibility
  - GL_ARB_compressed_texture_pixel_storage
  - GL_ARB_compute_shader
  - GL_ARB_conditional_render_inverted
  - GL_ARB_conservative_depth
  - GL_ARB_copy_buffer
  - GL_ARB_copy_image
  - GL_ARB_cull_distance
  - GL_ARB_debug_output
  - GL_ARB_depth_buffer_float
  - GL_ARB_depth_clamp
  - GL_ARB_depth_texture
  - GL_ARB_derivative_control
  - GL_ARB_direct_state_access
  - GL_ARB_draw_buffers
  - GL_ARB_draw_buffers_blend
  - GL_ARB_draw_elements_base_vertex
  - GL_ARB_draw_indirect
  - GL_ARB_draw_instanced
  - GL_ARB_enhanced_layouts
  - GL_ARB_explicit_attrib_location
  - GL_ARB_explicit_uniform_location
  - GL_ARB_fragment_coord_conventions
  - GL_ARB_fragment_layer_viewport
  - GL_ARB_fragment_program
  - GL_ARB_fragment_program_shadow
  - GL_ARB_fragment_shader
  - GL_ARB_framebuffer_no_attachments
  - GL_ARB_framebuffer_object
  - GL_ARB_framebuffer_sRGB
  - GL_ARB_geometry_shader4
  - GL_ARB_get_program_binary
  - GL_ARB_get_texture_sub_image
  - GL_ARB_gl_spirv
  - GL_ARB_gpu_shader5
  - GL_ARB_gpu_shader_fp64
  - GL_ARB_half_float_pixel
  - GL_ARB_half_float_vertex
  - GL_ARB_imaging
  - GL_ARB_indirect_parameters
  - GL_ARB_instanced_arrays
  - GL_ARB_internalformat_query
  - GL_ARB_internalformat_query2
  - GL_ARB_invalidate_subdata
  - GL_ARB_map_buffer_alignment
  - GL_ARB_map_buffer_range
  - GL_ARB_multi_bind
  - GL_ARB_multi_draw_indirect
  - GL_ARB_multisample
  - GL_ARB_multitexture
  - GL_ARB_occlusion_query
  - GL_ARB_occlusion_query2
  - GL_ARB_parallel_shader_compile
  - GL_ARB_pipeline_statistics_query
  - GL_ARB_pixel_buffer_object
  - GL_ARB_point_parameters
  - GL_ARB_point_sprite
  - GL_ARB_program_interface_query
  - GL_ARB_provoking_vertex
  - GL_ARB_query_buffer_object
  - GL_ARB_robust_buffer_access_behavior
  - GL_ARB_sample_shading
  - GL_ARB_sampler_objects
  - GL_ARB_seamless_cube_map
  - GL_ARB_seamless_cubemap_per_texture
  - GL_ARB_separate_shader_objects
  - GL_ARB_shader_atomic_counters
  - GL_ARB_shader_ballot
  - GL_ARB_shader_bit_encoding
  - GL_ARB_shader_draw_parameters
  - GL_ARB_shader_group_vote
  - GL_ARB_shader_image_load_store
  - GL_ARB_shader_image_size
  - GL_ARB_shader_objects
  - GL_ARB_shader_precision
  - GL_ARB_shader_stencil_export
  - GL_ARB_shader_storage_buffer_object
  - GL_ARB_shader_subroutine
  - GL_ARB_shader_texture_image_samples
  - GL_ARB_shader_texture_lod
  - GL_ARB_shader_viewport_layer_array
  - GL_ARB_shading_language_100
  - GL_ARB_shading_language_420pack
  - GL_ARB_shading_language_packing
  - GL_ARB_shadow
  - GL_ARB_shadow_ambient
  - GL_ARB_sparse_buffer
  - GL_ARB_sparse_texture
  - GL_ARB_spirv_extensions
  - GL_ARB_stencil_texturing
  - GL_ARB_sync
  - GL_ARB_tessellation_shader
  - GL_ARB_texture_barrier
  - GL_ARB_texture_border_clamp
  - GL_ARB_texture_buffer_object
  - GL_ARB_texture_buffer_object_rgb32
  - GL_ARB_texture_buffer_range
  - GL_ARB_texture_compression
  - GL_ARB_texture_compression_bptc
  - GL_ARB_texture_compression_rgtc
  - GL_ARB_texture_cube_map
  - GL_ARB_texture_cube_map_array
  - GL_ARB_texture_env_add
  - GL_ARB_texture_env_combine
  - GL_ARB_texture_env_crossbar
  - GL_ARB_texture_env_dot3
  - GL_ARB_texture_float
  - GL_ARB_texture_gather
  - GL_ARB_texture_mirror_clamp_to_edge
  - GL_ARB_texture_mirrored_repeat
  - GL_ARB_texture_multisample
  - GL_ARB_texture_non_power_of_two
  - GL_ARB_texture_query_levels
  - GL_ARB_texture_query_lod
  - GL_ARB_texture_rectangle
  - GL_ARB_texture_rg
  - GL_ARB_texture_rgb10_a2ui
  - GL_ARB_texture_snorm
  - GL_ARB_texture_stencil8
  - GL_ARB_texture_storage
  - GL_ARB_texture_storage_multisample
  - GL_ARB_texture_swizzle
  - GL_ARB_texture_view
  - GL_ARB_timer_query
  - GL_ARB_transform_feedback2
  - GL_ARB_transform_feedback3
  - GL_ARB_transform_feedback_instanced
  - GL_ARB_transform_feedback_overflow_query
  - GL_ARB_transpose_matrix
  - GL_ARB_uniform_buffer_object
  - GL_ARB_vertex_array_bgra
  - GL_ARB_vertex_array_object
  - GL_ARB_vertex_attrib_64bit
  - GL_ARB_vertex_attrib_binding
  - GL_ARB_vertex_buffer_object
  - GL_ARB_vertex_program
  - GL_ARB_vertex_shader
  - GL_ARB_vertex_type_10f_11f_11f_rev
  - GL_ARB_vertex_type_2_10_10_10_rev
  - GL_ARB_viewport_array
  - GL_ARB_window_pos
  - GL_ATI_draw_buffers
  - GL_ATI_envmap_bumpmap
  - GL_ATI_fragment_shader
  - GL_ATI_separate_stencil
  - GL_ATI_texture_compression_3dc
  - GL_ATI_texture_env_combine3
  - GL_ATI_texture_float
  - GL_ATI_texture_mirror_once
  - GL_EXT_abgr
  - GL_EXT_bgra
  - GL_EXT_bindable_uniform
  - GL_EXT_blend_color
  - GL_EXT_blend_equation_separate
  - GL_EXT_blend_func_separate
  - GL_EXT_blend_minmax
  - GL_EXT_blend_subtract
  - GL_EXT_compiled_vertex_array
  - GL_EXT_copy_buffer
  - GL_EXT_copy_texture
  - GL_EXT_depth_bounds_test
  - GL_EXT_direct_state_access
  - GL_EXT_draw_buffers2
  - GL_EXT_draw_instanced
  - GL_EXT_draw_range_elements
  - GL_EXT_fog_coord
  - GL_EXT_framebuffer_blit
  - GL_EXT_framebuffer_multisample
  - GL_EXT_framebuffer_object
  - GL_EXT_framebuffer_sRGB
  - GL_EXT_geometry_shader4
  - GL_EXT_gpu_program_parameters
  - GL_EXT_gpu_shader4
  - GL_EXT_histogram
  - GL_EXT_memory_object
  - GL_EXT_memory_object_win32
  - GL_EXT_multi_draw_arrays
  - GL_EXT_packed_depth_stencil
  - GL_EXT_packed_float
  - GL_EXT_packed_pixels
  - GL_EXT_pixel_buffer_object
  - GL_EXT_point_parameters
  - GL_EXT_polygon_offset_clamp
  - GL_EXT_provoking_vertex
  - GL_EXT_rescale_normal
  - GL_EXT_secondary_color
  - GL_EXT_semaphore
  - GL_EXT_semaphore_win32
  - GL_EXT_separate_specular_color
  - GL_EXT_shader_image_load_store
  - GL_EXT_shader_integer_mix
  - GL_EXT_shadow_funcs
  - GL_EXT_stencil_wrap
  - GL_EXT_subtexture
  - GL_EXT_texgen_reflection
  - GL_EXT_texture3D
  - GL_EXT_texture_array
  - GL_EXT_texture_buffer_object
  - GL_EXT_texture_compression_bptc
  - GL_EXT_texture_compression_latc
  - GL_EXT_texture_compression_rgtc
  - GL_EXT_texture_compression_s3tc
  - GL_EXT_texture_cube_map
  - GL_EXT_texture_edge_clamp
  - GL_EXT_texture_env_add
  - GL_EXT_texture_env_combine
  - GL_EXT_texture_env_dot3
  - GL_EXT_texture_filter_anisotropic
  - GL_EXT_texture_integer
  - GL_EXT_texture_lod
  - GL_EXT_texture_lod_bias
  - GL_EXT_texture_mirror_clamp
  - GL_EXT_texture_object
  - GL_EXT_texture_rectangle
  - GL_EXT_texture_sRGB
  - GL_EXT_texture_sRGB_decode
  - GL_EXT_texture_shared_exponent
  - GL_EXT_texture_snorm
  - GL_EXT_texture_storage
  - GL_EXT_texture_swizzle
  - GL_EXT_timer_query
  - GL_EXT_transform_feedback
  - GL_EXT_vertex_array
  - GL_EXT_vertex_array_bgra
  - GL_EXT_vertex_attrib_64bit
  - GL_IBM_texture_mirrored_repeat
  - GL_INTEL_fragment_shader_ordering
  - GL_KHR_context_flush_control
  - GL_KHR_debug
  - GL_KHR_no_error
  - GL_KHR_parallel_shader_compile
  - GL_KHR_robust_buffer_access_behavior
  - GL_KHR_robustness
  - GL_KTX_buffer_region
  - GL_NV_alpha_to_coverage_dither_control
  - GL_NV_blend_square
  - GL_NV_conditional_render
  - GL_NV_copy_depth_to_color
  - GL_NV_copy_image
  - GL_NV_depth_buffer_float
  - GL_NV_explicit_multisample
  - GL_NV_float_buffer
  - GL_NV_half_float
  - GL_NV_primitive_restart
  - GL_NV_texgen_reflection
  - GL_NV_texture_barrier
  - GL_OES_EGL_image
  - GL_SGIS_generate_mipmap
  - GL_SGIS_texture_edge_clamp
  - GL_SGIS_texture_lod
  - GL_SUN_multi_draw_arrays
  - GL_WIN_swap_hint
  - WGL_EXT_swap_control
  - WGL_ARB_extensions_string
  - WGL_ARB_pixel_format
  - WGL_ATI_pixel_format_float
  - WGL_ARB_pixel_format_float
  - WGL_ARB_multisample
  - WGL_EXT_swap_control_tear
  - WGL_ARB_pbuffer
  - WGL_ARB_render_texture
  - WGL_ARB_make_current_read
  - WGL_EXT_extensions_string
  - WGL_ARB_buffer_region
  - WGL_EXT_framebuffer_sRGB
  - WGL_ATI_render_texture_rectangle
  - WGL_EXT_pixel_format_packed_float
  - WGL_I3D_genlock
  - WGL_NV_swap_group
  - WGL_ARB_create_context
  - WGL_AMD_gpu_association
  - WGL_ARB_create_context_profile
  - WGL_ARB_context_flush_control
  - WGL_NV_DX_interop
  - WGL_ARB_create_context_no_error
  - WGL_NV_DX_interop2

- OpenGL SPIR-V Extensions: 17
  - SPV_AMD_shader_explicit_vertex_parameter
  - SPV_AMD_shader_trinary_minmax
  - SPV_AMD_gcn_shader
  - SPV_ARB_shader_ballot
  - SPV_ARB_shader_ballot
  - SPV_AMD_gpu_shader_half_float
  - SPV_ARB_shader_draw_parameters
  - SPV_ARB_shader_group_vote
  - SPV_AMD_texture_gather_bias_lod
  - SPV_ARB_shader_storage_buffer_object
  - SPV_AMD_gpu_shader_int16
  - SPV_ARB_post_depth_coverage
  - SPV_ARB_shader_atomic_counter_ops
  - SPV_ARB_shader_stencil_export
  - SPV_AMD_shader_stencil_export
  - SPV_AMD_vertex_shader_viewport_index
  - SPV_ARB_shader_image_load_store

94
GeeXLab - forum en français / GeeXLab disponible en version 0.26.2.0
« on: December 13, 2018, 04:13:04 PM »
Et une nouvelle mise à jour.

Téléchargement:
- https://www.geeks3d.com/geexlab/fr/downloads/

Quote
Version 0.26.2.0 - 2018.12.13
-----------------------------
* (2018.12.13) fixed a bug in gh_utils.file_buffer_create() and
  gh_utils.zip_buffer_create() in Python when filename is invalid.
! (2018.12.13) gh_vertex_pool.map_vb() now returns the vertex buffer
  pointer / size. This pointer can be used with gh_utils.buffer_read_xxx()
  and gh_utils.buffer_write_xxx() functions.
+ (2018.12.12) added buffer_crc32(), buffer_checksum(), buffer_md5(),
  buffer_sha1() and buffer_sha256() to gh_utils lib (lua, python).

95
GeeXLab - english forum / Simple memory buffer example (Lua and Python)
« on: December 13, 2018, 03:53:02 PM »
A very simple demo that shows how to use new memory buffer functions to read the content of the txt file stored in a zip file.

The demo is shipped in two versions: Lua and Python 3. Unzip the demo somewhere, and load each demo in GeeXLab.

=> Demo download

=> GeeXLab download

 :PGeeXLab - memory buffer example


96
GeeXLab - english forum / GeeXLab 0.26.2.0 released
« on: December 13, 2018, 03:19:28 PM »
A new update is available.

Downloads:
- https://www.geeks3d.com/geexlab/downloads/

Quote
Version 0.26.2.0 - 2018.12.13
----------------------------------
* (2018.12.13) fixed a bug in gh_utils.file_buffer_create() and
  gh_utils.zip_buffer_create() in Python when filename is invalid.
! (2018.12.13) gh_vertex_pool.map_vb() now returns the vertex buffer
  pointer / size. This pointer can be used with gh_utils.buffer_read_xxx()
  and gh_utils.buffer_write_xxx() functions.
+ (2018.12.12) added buffer_crc32(), buffer_checksum(), buffer_md5(),
  buffer_sha1() and buffer_sha256() to gh_utils lib (lua, python).

97
This report comes from the alpha version of GPU Shark 2...

# of instance extensions => 12
- (1) VK_KHR_device_group_creation
- (2) VK_KHR_external_fence_capabilities
- (3) VK_KHR_external_memory_capabilities
- (4) VK_KHR_external_semaphore_capabilities
- (5) VK_KHR_get_physical_device_properties2
- (6) VK_KHR_get_surface_capabilities2
- (7) VK_KHR_surface
- ( 8 ) VK_KHR_win32_surface
- (9) VK_EXT_debug_report
- (10) VK_EXT_swapchain_colorspace
- (11) VK_NV_external_memory_capabilities
- (12) VK_EXT_debug_utils

# of instance layers => 3
- (1) VK_LAYER_NV_optimus
- (2) VK_LAYER_VALVE_steam_overlay
- (3) VK_LAYER_LUNARG_standard_validation

# of Vulkan devices => 1
- Device 1
  - name: GeForce RTX 2070
  - device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
  - device ID: 10DE-1F02
  - API version: 1.1.84

  - # of extensions => 72
  - (1) VK_KHR_8bit_storage
  - (2) VK_KHR_16bit_storage
  - (3) VK_KHR_bind_memory2
  - (4) VK_KHR_create_renderpass2
  - (5) VK_KHR_dedicated_allocation
  - (6) VK_KHR_descriptor_update_template
  - (7) VK_KHR_device_group
  - ( 8 ) VK_KHR_draw_indirect_count
  - (9) VK_KHR_driver_properties
  - (10) VK_KHR_external_fence
  - (11) VK_KHR_external_fence_win32
  - (12) VK_KHR_external_memory
  - (13) VK_KHR_external_memory_win32
  - (14) VK_KHR_external_semaphore
  - (15) VK_KHR_external_semaphore_win32
  - (16) VK_KHR_get_memory_requirements2
  - (17) VK_KHR_image_format_list
  - (18) VK_KHR_maintenance1
  - (19) VK_KHR_maintenance2
  - (20) VK_KHR_maintenance3
  - (21) VK_KHR_multiview
  - (22) VK_KHR_push_descriptor
  - (23) VK_KHR_relaxed_block_layout
  - (24) VK_KHR_sampler_mirror_clamp_to_edge
  - (25) VK_KHR_sampler_ycbcr_conversion
  - (26) VK_KHR_shader_atomic_int64
  - (27) VK_KHR_shader_draw_parameters
  - (28) VK_KHR_storage_buffer_storage_class
  - (29) VK_KHR_swapchain
  - (30) VK_KHR_variable_pointers
  - (31) VK_KHR_vulkan_memory_model
  - (32) VK_KHR_win32_keyed_mutex
  - (33) VK_EXT_blend_operation_advanced
  - (34) VK_EXT_conditional_rendering
  - (35) VK_EXT_conservative_rasterization
  - (36) VK_EXT_depth_range_unrestricted
  - (37) VK_EXT_descriptor_indexing
  - (38) VK_EXT_discard_rectangles
  - (39) VK_EXT_hdr_metadata
  - (40) VK_EXT_inline_uniform_block
  - (41) VK_EXT_post_depth_coverage
  - (42) VK_EXT_sample_locations
  - (43) VK_EXT_sampler_filter_minmax
  - (44) VK_EXT_shader_subgroup_ballot
  - (45) VK_EXT_shader_subgroup_vote
  - (46) VK_EXT_shader_viewport_index_layer
  - (47) VK_EXT_vertex_attribute_divisor
  - (48) VK_NV_clip_space_w_scaling
  - (49) VK_NV_compute_shader_derivatives
  - (50) VK_NV_corner_sampled_image
  - (51) VK_NV_dedicated_allocation
  - (52) VK_NV_device_diagnostic_checkpoints
  - (53) VK_NV_external_memory
  - (54) VK_NV_external_memory_win32
  - (55) VK_NV_fill_rectangle
  - (56) VK_NV_fragment_coverage_to_color
  - (57) VK_NV_fragment_shader_barycentric
  - (58) VK_NV_framebuffer_mixed_samples
  - (59) VK_NV_geometry_shader_passthrough
  - (60) VK_NV_mesh_shader
  - (61) VK_NV_sample_mask_override_coverage
  - (62) VK_NV_representative_fragment_test
  - (63) VK_NV_scissor_exclusive
  - (64) VK_NV_shader_image_footprint
  - (65) VK_NV_shader_subgroup_partitioned
  - (66) VK_NV_shading_rate_image
  - (67) VK_NV_viewport_array2
  - (68) VK_NV_viewport_swizzle
  - (69) VK_NV_win32_keyed_mutex
  - (70) VK_NVX_device_generated_commands
  - (71) VK_NVX_multiview_per_view_attributes
  - (72) VK_NV_ray_tracing

  - # of layers => 1
  - (1) VK_LAYER_NV_optimus

  - # of memory heaps => 2
  - heap 1 => 8031 MB
  - heap 2 => 16315 MB

GPU Shark 2 + GeForce RTX 2070


98
- GL_RENDERER => GeForce RTX 2070/PCIe/SSE2
- GL_VENDOR => NVIDIA Corporation
- GL_VERSION => 4.6.0 NVIDIA 417.35

OpenGL extensions: 419
- (1) GL_AMD_multi_draw_indirect
- (2) GL_AMD_seamless_cubemap_per_texture
- (3) GL_AMD_vertex_shader_viewport_index
- (4) GL_AMD_vertex_shader_layer
- (5) GL_ARB_arrays_of_arrays (OpenGL 4.3)
- (6) GL_ARB_base_instance (OpenGL 4.2)
- (7) GL_ARB_bindless_texture (OpenGL 4.4)
- ( 8 ) GL_ARB_blend_func_extended (OpenGL 3.3)
- (9) GL_ARB_buffer_storage (OpenGL 4.4)
- (10) GL_ARB_clear_buffer_object (OpenGL 4.3)
- (11) GL_ARB_clear_texture (OpenGL 4.4)
- (12) GL_ARB_clip_control (OpenGL 4.5)
- (13) GL_ARB_color_buffer_float (OpenGL 3.0)
- (14) GL_ARB_compatibility
- (15) GL_ARB_compressed_texture_pixel_storage (OpenGL 4.2)
- (16) GL_ARB_conservative_depth (OpenGL 4.2)
- (17) GL_ARB_compute_shader (OpenGL 4.3)
- (18) GL_ARB_compute_variable_group_size (OpenGL 4.3)
- (19) GL_ARB_conditional_render_inverted (OpenGL 4.5)
- (20) GL_ARB_copy_buffer (OpenGL 3.1)
- (21) GL_ARB_copy_image (OpenGL 4.3)
- (22) GL_ARB_cull_distance (OpenGL 4.5)
- (23) GL_ARB_debug_output2 (OpenGL 4.3)
- (24) GL_ARB_depth_buffer_float (OpenGL 3.0)
- (25) GL_ARB_depth_clamp (OpenGL 3.2)
- (26) GL_ARB_depth_texture
- (27) GL_ARB_derivative_control (OpenGL 4.5)
- (28) GL_ARB_direct_state_access (OpenGL 4.5)
- (29) GL_ARB_draw_buffers_blend (OpenGL 4.0)
- (30) GL_ARB_draw_buffers_blend (OpenGL 4.0)
- (31) GL_ARB_draw_indirect (OpenGL 4.0)
- (32) GL_ARB_draw_elements_base_vertex (OpenGL 3.2)
- (33) GL_ARB_draw_instanced (OpenGL 3.1)
- (34) GL_ARB_enhanced_layouts (OpenGL 4.4)
- (35) GL_ARB_ES2_compatibility
- (36) GL_ARB_ES3_compatibility (OpenGL 4.3)
- (37) GL_ARB_ES3_1_compatibility (OpenGL 4.5)
- (38) GL_ARB_ES3_2_compatibility
- (39) GL_ARB_explicit_attrib_location (OpenGL 3.3)
- (40) GL_ARB_explicit_uniform_location (OpenGL 4.3)
- (41) GL_ARB_fragment_coord_conventions (OpenGL 3.2)
- (42) GL_ARB_fragment_layer_viewport (OpenGL 4.3)
- (43) GL_ARB_fragment_program
- (44) GL_ARB_fragment_program_shadow
- (45) GL_ARB_fragment_shader
- (46) GL_ARB_fragment_shader_interlock
- (47) GL_ARB_framebuffer_no_attachments (OpenGL 4.3)
- (48) GL_ARB_framebuffer_object (OpenGL 3.0)
- (49) GL_ARB_framebuffer_sRGB (OpenGL 3.0)
- (50) GL_ARB_geometry_shader4 (OpenGL 3.2)
- (51) GL_ARB_get_program_binary (OpenGL 4.1)
- (52) GL_ARB_get_texture_sub_image (OpenGL 4.5)
- (53) GL_ARB_gl_spirv (OpenGL 4.6)
- (54) GL_ARB_gpu_shader5 (OpenGL 4.0)
- (55) GL_ARB_gpu_shader_fp64 (OpenGL 4.0)
- (56) GL_ARB_gpu_shader_int64
- (57) GL_ARB_half_float_pixel (OpenGL 3.0)
- (58) GL_ARB_half_float_vertex
- (59) GL_ARB_imaging
- (60) GL_ARB_indirect_parameters (OpenGL 4.3)
- (61) GL_ARB_instanced_arrays (OpenGL 3.3)
- (62) GL_ARB_internalformat_query (OpenGL 4.2)
- (63) GL_ARB_internalformat_query2 (OpenGL 4.3)
- (64) GL_ARB_invalidate_subdata (OpenGL 4.3)
- (65) GL_ARB_map_buffer_alignment (OpenGL 4.2)
- (66) GL_ARB_map_buffer_range
- (67) GL_ARB_multi_bind (OpenGL 4.4)
- (68) GL_ARB_multi_draw_indirect (OpenGL 4.3)
- (69) GL_ARB_multisample
- (70) GL_ARB_multitexture
- (71) GL_ARB_occlusion_query2 (OpenGL 3.3)
- (72) GL_ARB_occlusion_query2 (OpenGL 3.3)
- (73) GL_ARB_parallel_shader_compile
- (74) GL_ARB_pipeline_statistics_query (OpenGL 4.6)
- (75) GL_ARB_pixel_buffer_object
- (76) GL_ARB_point_parameters
- (77) GL_ARB_point_sprite
- (78) GL_ARB_polygon_offset_clamp (OpenGL 4.6)
- (79) GL_ARB_post_depth_coverage
- (80) GL_ARB_program_interface_query (OpenGL 4.3)
- (81) GL_ARB_provoking_vertex (OpenGL 3.2)
- (82) GL_ARB_query_buffer_object (OpenGL 4.4)
- (83) GL_ARB_robust_buffer_access_behavior (OpenGL 4.3)
- (84) GL_ARB_robustness
- (85) GL_ARB_sample_locations
- (86) GL_ARB_sample_shading (OpenGL 4.0)
- (87) GL_ARB_sampler_objects (OpenGL 3.3)
- (88) GL_ARB_seamless_cube_map (OpenGL 3.2)
- (89) GL_ARB_seamless_cubemap_per_texture (OpenGL 4.3)
- (90) GL_ARB_separate_shader_objects (OpenGL 4.1)
- (91) GL_ARB_shader_atomic_counter_ops (OpenGL 4.6)
- (92) GL_ARB_shader_atomic_counters (OpenGL 4.2)
- (93) GL_ARB_shader_ballot
- (94) GL_ARB_shader_bit_encoding (OpenGL 3.3)
- (95) GL_ARB_shader_clock
- (96) GL_ARB_shader_draw_parameters (OpenGL 4.3)
- (97) GL_ARB_shader_group_vote (OpenGL 4.3)
- (98) GL_ARB_shader_image_load_store (OpenGL 4.2)
- (99) GL_ARB_shader_image_size (OpenGL 4.3)
- (100) GL_ARB_shader_objects
- (101) GL_ARB_shader_precision (OpenGL 4.1)
- (102) GL_ARB_shader_storage_buffer_object (OpenGL 4.3)
- (103) GL_ARB_shader_subroutine (OpenGL 4.0)
- (104) GL_ARB_shader_texture_image_samples (OpenGL 4.5)
- (105) GL_ARB_shader_texture_lod
- (106) GL_ARB_shading_language_100
- (107) GL_ARB_shader_viewport_layer_array
- (108) GL_ARB_shading_language_420pack (OpenGL 4.2)
- (109) GL_ARB_shading_language_include
- (110) GL_ARB_shading_language_packing
- (111) GL_ARB_shadow
- (112) GL_ARB_sparse_buffer
- (113) GL_ARB_sparse_texture (OpenGL 4.3)
- (114) GL_ARB_sparse_texture2
- (115) GL_ARB_sparse_texture_clamp
- (116) GL_ARB_spirv_extensions (OpenGL 4.6)
- (117) GL_ARB_stencil_texturing (OpenGL 4.3)
- (118) GL_ARB_sync (OpenGL 3.2)
- (119) GL_ARB_tessellation_shader (OpenGL 4.0)
- (120) GL_ARB_texture_barrier (OpenGL 4.5)
- (121) GL_ARB_texture_border_clamp
- (122) GL_ARB_texture_buffer_object (OpenGL 3.1)
- (123) GL_ARB_texture_buffer_object_rgb32 (OpenGL 4.0)
- (124) GL_ARB_texture_buffer_range (OpenGL 4.3)
- (125) GL_ARB_texture_compression_rgtc (OpenGL 3.0)
- (126) GL_ARB_texture_compression_bptc (OpenGL 4.2)
- (127) GL_ARB_texture_compression_rgtc (OpenGL 3.0)
- (128) GL_ARB_texture_cube_map_array (OpenGL 4.0)
- (129) GL_ARB_texture_cube_map_array (OpenGL 4.0)
- (130) GL_ARB_texture_env_add
- (131) GL_ARB_texture_env_combine
- (132) GL_ARB_texture_env_crossbar
- (133) GL_ARB_texture_env_dot3
- (134) GL_ARB_texture_filter_anisotropic (OpenGL 4.6)
- (135) GL_ARB_texture_filter_minmax
- (136) GL_ARB_texture_float (OpenGL 3.0)
- (137) GL_ARB_texture_gather (OpenGL 4.0)
- (138) GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)
- (139) GL_ARB_texture_mirrored_repeat
- (140) GL_ARB_texture_multisample (OpenGL 3.2)
- (141) GL_ARB_texture_non_power_of_two
- (142) GL_ARB_texture_query_levels (OpenGL 4.3)
- (143) GL_ARB_texture_query_lod (OpenGL 4.0)
- (144) GL_ARB_texture_rectangle (OpenGL 3.1)
- (145) GL_ARB_texture_rg (OpenGL 3.0)
- (146) GL_ARB_texture_rgb10_a2ui (OpenGL 3.3)
- (147) GL_ARB_texture_stencil8 (OpenGL 4.4)
- (148) GL_ARB_texture_storage (OpenGL 4.2)
- (149) GL_ARB_texture_storage_multisample (OpenGL 4.3)
- (150) GL_ARB_texture_swizzle (OpenGL 3.3)
- (151) GL_ARB_texture_view (OpenGL 4.3)
- (152) GL_ARB_timer_query (OpenGL 3.3)
- (153) GL_ARB_transform_feedback2 (OpenGL 4.0)
- (154) GL_ARB_transform_feedback3 (OpenGL 4.0)
- (155) GL_ARB_transform_feedback_instanced (OpenGL 4.2)
- (156) GL_ARB_transform_feedback_overflow_query (OpenGL 4.6)
- (157) GL_ARB_transpose_matrix
- (158) GL_ARB_uniform_buffer_object (OpenGL 3.1)
- (159) GL_ARB_vertex_array_bgra (OpenGL 3.2)
- (160) GL_ARB_vertex_array_object
- (161) GL_ARB_vertex_attrib_64bit (OpenGL 4.1)
- (162) GL_ARB_vertex_attrib_binding (OpenGL 4.3)
- (163) GL_ARB_vertex_buffer_object
- (164) GL_ARB_vertex_program
- (165) GL_ARB_vertex_shader
- (166) GL_ARB_vertex_type_10f_11f_11f_rev (OpenGL 4.4)
- (167) GL_ARB_vertex_type_2_10_10_10_rev (OpenGL 3.3)
- (168) GL_ARB_viewport_array (OpenGL 4.1)
- (169) GL_ARB_window_pos
- (170) GL_ATI_draw_buffers
- (171) GL_ATI_texture_float
- (172) GL_ATI_texture_mirror_once
- (173) GL_S3_s3tc
- (174) GL_EXT_texture_env_add
- (175) GL_EXT_abgr
- (176) GL_EXT_bgra
- (177) GL_EXT_bindable_uniform
- (178) GL_EXT_blend_color
- (179) GL_EXT_blend_equation_separate
- (180) GL_EXT_blend_func_separate
- (181) GL_EXT_blend_minmax
- (182) GL_EXT_blend_subtract
- (183) GL_EXT_compiled_vertex_array
- (184) GL_EXT_Cg_shader
- (185) GL_EXT_depth_bounds_test
- (186) GL_EXT_direct_state_access
- (187) GL_EXT_draw_buffers2
- (188) GL_EXT_draw_instanced
- (189) GL_EXT_draw_range_elements
- (190) GL_EXT_fog_coord
- (191) GL_EXT_framebuffer_blit
- (192) GL_EXT_framebuffer_multisample
- (193) GL_EXTX_framebuffer_mixed_formats
- (194) GL_EXT_framebuffer_multisample_blit_scaled
- (195) GL_EXT_framebuffer_object
- (196) GL_EXT_framebuffer_sRGB
- (197) GL_EXT_geometry_shader4
- (198) GL_EXT_gpu_program_parameters
- (199) GL_EXT_gpu_shader4
- (200) GL_EXT_multi_draw_arrays
- (201) GL_EXT_packed_depth_stencil
- (202) GL_EXT_packed_float
- (203) GL_EXT_packed_pixels
- (204) GL_EXT_pixel_buffer_object
- (205) GL_EXT_point_parameters
- (206) GL_EXT_polygon_offset_clamp
- (207) GL_EXT_post_depth_coverage
- (208) GL_EXT_provoking_vertex
- (209) GL_EXT_raster_multisample
- (210) GL_EXT_rescale_normal
- (211) GL_EXT_secondary_color
- (212) GL_EXT_separate_shader_objects
- (213) GL_EXT_separate_specular_color
- (214) GL_EXT_shader_image_load_formatted
- (215) GL_EXT_shader_image_load_store
- (216) GL_EXT_shader_integer_mix
- (217) GL_EXT_shadow_funcs
- (218) GL_EXT_sparse_texture2
- (219) GL_EXT_stencil_two_side
- (220) GL_EXT_stencil_wrap
- (221) GL_EXT_texture3D
- (222) GL_EXT_texture_array
- (223) GL_EXT_texture_buffer_object
- (224) GL_EXT_texture_compression_dxt1
- (225) GL_EXT_texture_compression_latc
- (226) GL_EXT_texture_compression_rgtc
- (227) GL_EXT_texture_compression_s3tc
- (228) GL_EXT_texture_cube_map
- (229) GL_EXT_texture_edge_clamp
- (230) GL_EXT_texture_env_combine
- (231) GL_EXT_texture_env_dot3
- (232) GL_EXT_texture_filter_anisotropic
- (233) GL_EXT_texture_filter_minmax
- (234) GL_EXT_texture_integer
- (235) GL_EXT_texture_lod
- (236) GL_EXT_texture_lod_bias
- (237) GL_EXT_texture_mirror_clamp
- (238) GL_EXT_texture_object
- (239) GL_EXT_texture_shared_exponent
- (240) GL_EXT_texture_sRGB
- (241) GL_EXT_texture_sRGB_R8
- (242) GL_EXT_texture_sRGB_decode
- (243) GL_EXT_texture_storage
- (244) GL_EXT_texture_swizzle
- (245) GL_EXT_timer_query
- (246) GL_EXT_transform_feedback2
- (247) GL_EXT_vertex_array
- (248) GL_EXT_vertex_array_bgra
- (249) GL_EXT_vertex_attrib_64bit
- (250) GL_EXT_window_rectangles
- (251) GL_EXT_import_sync_object
- (252) GL_IBM_rasterpos_clip
- (253) GL_IBM_texture_mirrored_repeat
- (254) GL_KHR_context_flush_control (OpenGL 4.5)
- (255) GL_KHR_debug
- (256) GL_EXT_memory_object
- (257) GL_EXT_memory_object_win32
- (258) GL_EXT_win32_keyed_mutex
- (259) GL_KHR_parallel_shader_compile
- (260) GL_KHR_no_error (OpenGL 4.6)
- (261) GL_KHR_robust_buffer_access_behavior
- (262) GL_KHR_robustness (OpenGL 4.5)
- (263) GL_EXT_semaphore
- (264) GL_EXT_semaphore_win32
- (265) GL_KTX_buffer_region
- (266) GL_NV_alpha_to_coverage_dither_control
- (267) GL_NV_bindless_multi_draw_indirect
- (268) GL_NV_bindless_multi_draw_indirect_count
- (269) GL_NV_bindless_texture
- (270) GL_NV_blend_equation_advanced
- (271) GL_NV_blend_equation_advanced_coherent
- (272) GL_NVX_blend_equation_advanced_multi_draw_buffers
- (273) GL_NV_blend_minmax_factor
- (274) GL_NV_blend_square
- (275) GL_NV_clip_space_w_scaling
- (276) GL_NV_command_list
- (277) GL_NV_compute_program5
- (278) GL_NV_compute_shader_derivatives
- (279) GL_NV_conditional_render
- (280) GL_NV_conservative_raster
- (281) GL_NV_conservative_raster_dilate
- (282) GL_NV_conservative_raster_pre_snap
- (283) GL_NV_conservative_raster_pre_snap_triangles
- (284) GL_NV_conservative_raster_underestimation
- (285) GL_NV_copy_depth_to_color
- (286) GL_NV_copy_image
- (287) GL_NV_depth_buffer_float
- (288) GL_NV_depth_clamp
- (289) GL_NV_draw_texture
- (290) GL_NV_draw_vulkan_image
- (291) GL_NV_ES1_1_compatibility
- (292) GL_NV_ES3_1_compatibility
- (293) GL_NV_explicit_multisample
- (294) GL_NV_feature_query
- (295) GL_NV_fence
- (296) GL_NV_fill_rectangle
- (297) GL_NV_float_buffer
- (298) GL_NV_fog_distance
- (299) GL_NV_fragment_coverage_to_color
- (300) GL_NV_fragment_program
- (301) GL_NV_fragment_program_option
- (302) GL_NV_fragment_program2
- (303) GL_NV_fragment_shader_barycentric
- (304) GL_NV_fragment_shader_interlock
- (305) GL_NV_framebuffer_mixed_samples
- (306) GL_NV_framebuffer_multisample_coverage
- (307) GL_NV_geometry_shader4
- (308) GL_NV_geometry_shader_passthrough
- (309) GL_NV_gpu_program4
- (310) GL_NV_internalformat_sample_query
- (311) GL_NV_gpu_program4_1
- (312) GL_NV_gpu_program5
- (313) GL_NV_gpu_program5_mem_extended
- (314) GL_NV_gpu_program_fp64
- (315) GL_NV_gpu_shader5
- (316) GL_NV_half_float
- (317) GL_NV_light_max_exponent
- (318) GL_NV_memory_attachment
- (319) GL_NV_mesh_shader
- (320) GL_NV_multisample_coverage
- (321) GL_NV_multisample_filter_hint
- (322) GL_NV_occlusion_query
- (323) GL_NV_packed_depth_stencil
- (324) GL_NV_parameter_buffer_object
- (325) GL_NV_parameter_buffer_object2
- (326) GL_NV_path_rendering
- (327) GL_NV_path_rendering_shared_edge
- (328) GL_NV_pixel_data_range
- (329) GL_NV_point_sprite
- (330) GL_NV_primitive_restart (OpenGL 3.1)
- (331) GL_NV_query_resource
- (332) GL_NV_query_resource_tag
- (333) GL_NV_register_combiners
- (334) GL_NV_register_combiners2
- (335) GL_NV_representative_fragment_test
- (336) GL_NV_sample_locations
- (337) GL_NV_sample_mask_override_coverage
- (338) GL_NV_scissor_exclusive
- (339) GL_NV_shader_atomic_counters
- (340) GL_NV_shader_atomic_float
- (341) GL_NV_shader_atomic_float64
- (342) GL_NV_shader_atomic_fp16_vector
- (343) GL_NV_shader_atomic_int64
- (344) GL_NV_shader_buffer_load
- (345) GL_NV_shader_storage_buffer_object
- (346) GL_NV_shader_texture_footprint
- (347) GL_NV_shading_rate_image
- (348) GL_NV_stereo_view_rendering
- (349) GL_NV_texgen_reflection
- (350) GL_NV_texture_barrier
- (351) GL_NV_texture_compression_vtc
- (352) GL_NV_texture_env_combine4
- (353) GL_NV_texture_multisample
- (354) GL_NV_texture_rectangle
- (355) GL_NV_texture_rectangle_compressed
- (356) GL_NV_texture_shader
- (357) GL_NV_texture_shader2
- (358) GL_NV_texture_shader3
- (359) GL_NV_transform_feedback
- (360) GL_NV_transform_feedback2
- (361) GL_NV_uniform_buffer_unified_memory
- (362) GL_NV_vertex_array_range
- (363) GL_NV_vertex_array_range2
- (364) GL_NV_vertex_attrib_integer_64bit
- (365) GL_NV_vertex_buffer_unified_memory
- (366) GL_NV_vertex_program
- (367) GL_NV_vertex_program1_1
- (368) GL_NV_vertex_program2
- (369) GL_NV_vertex_program2_option
- (370) GL_NV_vertex_program3
- (371) GL_NV_viewport_array2
- (372) GL_NV_viewport_swizzle
- (373) GL_NVX_conditional_render
- (374) GL_NVX_gpu_memory_info
- (375) GL_NVX_multigpu_info
- (376) GL_NVX_nvenc_interop
- (377) GL_NV_shader_thread_group
- (378) GL_NV_shader_thread_shuffle
- (379) GL_KHR_blend_equation_advanced
- (380) GL_KHR_blend_equation_advanced_coherent
- (381) GL_OVR_multiview
- (382) GL_OVR_multiview2
- (383) GL_SGIS_generate_mipmap
- (384) GL_SGIS_texture_lod
- (385) GL_SGIX_depth_texture
- (386) GL_SGIX_shadow
- (387) GL_SUN_slice_accum
- (388) GL_WIN_swap_hint
- (389) WGL_EXT_swap_control
- (390) WGL_ARB_buffer_region
- (391) WGL_ARB_create_context
- (392) WGL_ARB_create_context_no_error
- (393) WGL_ARB_create_context_profile
- (394) WGL_ARB_create_context_robustness
- (395) WGL_ARB_context_flush_control
- (396) WGL_ARB_extensions_string
- (397) WGL_ARB_make_current_read
- (398) WGL_ARB_multisample
- (399) WGL_ARB_pbuffer
- (400) WGL_ARB_pixel_format
- (401) WGL_ARB_pixel_format_float
- (402) WGL_ARB_render_texture
- (403) WGL_ATI_pixel_format_float
- (404) WGL_EXT_colorspace
- (405) WGL_EXT_create_context_es_profile
- (406) WGL_EXT_create_context_es2_profile
- (407) WGL_EXT_extensions_string
- (408) WGL_EXT_framebuffer_sRGB
- (409) WGL_EXT_pixel_format_packed_float
- (410) WGL_EXT_swap_control_tear
- (411) WGL_NVX_DX_interop
- (412) WGL_NV_DX_interop
- (413) WGL_NV_DX_interop2
- (414) WGL_NV_copy_image
- (415) WGL_NV_delay_before_swap
- (416) WGL_NV_float_buffer
- (417) WGL_NV_multisample_coverage
- (418) WGL_NV_render_depth_texture
- (419) WGL_NV_render_texture_rectangle


99
3D-Tech News Around The Web / NVIDIA GeForce 417.35 WHQL Graphics Drivers
« on: December 12, 2018, 07:24:53 PM »
NVIDIA has just released a new set of WHQL graphics drivers for all GeForce graphics cards.


New Features:
- Provides the optimal gaming experience for the release of Deep Learning Super Sampling (DLSS) in Final Fantasy XV: Windows Edition

Fixed Issues:
- [SLI][TITAN Xp]: SLI is disabled by default after installing the driver. [200471881]
- [TITAN V][NVIDIA Control Panel]: The Workstation->Manage GPU Utilization page appears when it shouldn’t. [200470813]
- [Rocket League]: The game launches to a white screen with audio in the background and then crashes. [2451530]
- [Battlefield V: Day0 97][Ansel]: After being moved all the way to the left, the Ansel field-of view (FoV) slider stops following the click-and-drag mouse movement. [2438857]
- [Hitman 2 Silent assassin]: There is flickering texture corruption in the game. [200472315]
- [Notebook][3D games]: Frame rate of 3D games may drop to under 30 fps on notebooks. [2456653]

Open Issues (Win10):
- [GeForce GTX 1080Ti]: Random DPC watchdog violation error when using multiple GPUs on motherboards with PLX chips. [2079538]
- [Firefox]: Cursor shows brief corruption when hovering on certain links in Firefox. [2107201]
- [G-Sync]: Random flickering occurs when connecting G-sync monitor + non-G-Sync HDMI monitor with G-Sync enabled. [2399845]


GeForce 417.35 Downloads

- Desktop + Notebook win10 64-bit @ Geeks3D
- Desktop win7 / win8 64-bit @ Geeks3D

- win10 64-bit @ NVIDIA
- win7 / win8 64-bit @ NVIDIA


GeForce 417.35 driver - GPU Caps Viewer + GeForce RTX 2070



100
GeeXLab - forum en français / (Demo) Polices TTF et Primitives avec ImGui
« on: December 12, 2018, 04:59:17 PM »
Voici une demo qui montre comment utiliser les nouvelles fontions de GeeXLab 0.26+ pour charger et utiliser des polices TTF et dessiner des primitives.


La demo (20181212-imgui-primitives-and-fonts.zip) peut être directement chargée dans GeeXLab. Il suffit de glisser le fichier zip dans GeeXLab (la v0.26+ est obligatoire).

- Téléchargement de la Demo

- Téléchargement de GeeXLab


Quelques explications sur le chargement et l'utilisation des polices TTF avec ImGui:
https://www.geeks3d.com/geexlab/fr/gdr/tutorials/imgui.php#ttf_font


Comment dessiner les primitives:
- https://www.geeks3d.com/geexlab/fr/gdr/tutorials/imgui.php#primitives


GeeXLab - ImGui TTF fonts and primitives, lines, quads, circles and Bezier curves

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