Intel® Graphics Performance Analyzers (Intel® GPA) Release 2016 R4 includes the latest toolset featuring support for - DirectX* 9, 10, 10.1, 11.0/11.1/11.2/12/12.1 workloads on Windows* - OpenGL* ES 1.X/2.X/3.0/3.1/3.2 workloads on Android - OpenGL* 3.2, 3.3, 4.0, 4.1 Core Profile workloads on Ubuntu*
Basic viewing and interrogation functions for visualization Visualization of vector fields, tensors, and flow data
The Graphics API Developer’s Guide for 6th generation Intel® Core™ processors provides an overview of their next-generation graphics hardware. It provides guidance on structuring and optimizing Direct3D* 12 and OpenGL* 4.4 code, as well as tutorials and references to key code samples.
Chromium uses a multi-process1 architecture. Each webpage has its own rendering process, which runs in a sandbox and is very restricted in what it can access. This makes it much harder for malicious web content to mess with your computer. However, this is bad news for GPU acceleration since the renderer doesn't even have access to the GPU. This is solved by adding an extra process just for the...
Follow Pawel L. to learn about Intel's graphic driver support for the emerging Vulkan* graphics API. He'll be providing several tutorials along with Github source code.
This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it...
This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
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