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Release Notes for X11R6.8.2 the X.Orgfoundation the Xfree86 Project, Inc
Release Notes for X11R6.8.2 The X.OrgFoundation The XFree86 Project, Inc. 9February 2005 Abstract These release notes contains information about features and their status in the X.Org Foundation X11R6.8.2 release. It is based on the XFree86 4.4RC2 RELNOTES docu- ment published by The XFree86™ Project, Inc. Thereare significant updates and dif- ferences in the X.Orgrelease as noted below. 1. Introduction to the X11R6.8.2 Release The release numbering is based on the original MIT X numbering system. X11refers to the ver- sion of the network protocol that the X Window system is based on: Version 11was first released in 1988 and has been stable for 15 years, with only upwardcompatible additions to the coreX protocol, a recordofstability envied in computing. Formal releases of X started with X version 9 from MIT;the first commercial X products werebased on X version 10. The MIT X Consortium and its successors, the X Consortium, the Open Group X Project Team, and the X.OrgGroup released versions X11R3 through X11R6.6, beforethe founding of the X.OrgFoundation. Therewill be futuremaintenance releases in the X11R6.8.x series. However,efforts arewell underway to split the X distribution into its modular components to allow for easier maintenance and independent updates. We expect a transitional period while both X11R6.8 releases arebeing fielded and the modular release completed and deployed while both will be available as different consumers of X technology have different constraints on deployment. Wehave not yet decided how the modular X releases will be numbered. We encourage you to submit bug fixes and enhancements to bugzilla.freedesktop.orgusing the xorgproduct, and discussions on this server take place on <[email protected]>. -
Opengl Distilled / Paul Martz
Page left blank intently OpenGL® Distilled By Paul Martz ............................................... Publisher: Addison Wesley Professional Pub Date: February 27, 2006 Print ISBN-10: 0-321-33679-8 Print ISBN-13: 978-0-321-33679-8 Pages: 304 Table of Contents | Inde OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visuali,ation and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL® Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic te tures and shadows. .ritten in an engaging, easy-to-follow style, this boo/ ma/es it easy to find the information you0re loo/ing for. 1ou0ll quic/ly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips. Topics include Drawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with te ture mapping and shadows Improving rendering performance Preserving graphics integrity across platforms A companion .eb site includes complete source code e amples, color versions of special effects described in the boo/, and additional resources. Page left blank intently Table of contents: Chapter 6. Texture Mapping Copyright ............................................................... 4 Section 6.1. Using Texture Maps ........................... 138 Foreword ............................................................... 6 Section 6.2. Lighting and Shadows with Texture .. 155 Preface ................................................................... 7 Section 6.3. Debugging .......................................... 169 About the Book .................................................... -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
3Dnow! Technology in Microsoft Directx
AMD WHITE PAPER ™ 3DNow! Technology in Microsoft DirectX 6.0 Delivering Leading-Edge 3D Graphics Performance for the New Era of Realistic Computing ADVANCED MICRO DEVICES, INC. One AMD Place Sunnyvale, CA 94088 Contact: Dale Weisman Public Relations (512) 602-5820 Anne Camden Public Relations (512) 602-2120 Page 1 52588A May 28, 1998 AMD WHITE PAPER Overview This white paper explains how 3DNow!™ technology improves upon the mature x86 instruction set (now more than 20 years old) to provide PC users with a richer, 3D-enhanced computing experience. The benefits of 3DNow! technology can be achieved with minimal impact on existing and emerging x86 software thanks to the support of an industry standard: the DirectX application programming interface (API). This paper provides an overview of DirectX, a review of the graphics pipeline and how it is enhanced by 3DNow! technology, and a summary of how the 3DNow! instruction set is used in different software layers, as well as the impact of the new 3D instructions on each layer. Introduction: What is DirectX Technology? The DirectX API is a group of technologies designed by Microsoft to make Windows® based computers an ideal platform for running and displaying applications rich in multimedia elements, such as full-color graphics, video, 3D animation, and surround sound. Built directly into the Microsoft® Windows family of operating systems, DirectX is an integral part of the Windows 95/98 and Windows NT® 5.0 operating systems, as well as Internet Explorer 4.0. DirectX components may also be automatically installed on a PC by advanced multimedia games and applications written for the Windows 95 operating system. -
A Font Family Sampler
A Font Family Sampler Nelson H. F. Beebe Department of Mathematics University of Utah Salt Lake City, UT 84112-0090, USA 11 February 2021 Version 1.6 To assist in producing greater font face variation in university disser- tations and theses, this document illustrates font family selection with a LATEX document preamble command \usepackage{FAMILY} where FAMILY is given in the subsection titles below. The body font in this document is from the TEX Gyre Bonum family, selected by a \usepackage{tgbonum} command in the document preamble, but the samples illustrate scores other font families. Like Computer Modern, Latin Modern, and the commercial Lucida and MathTime families, the TEX Gyre families oer extensive collections of mathematical characters that are designed to resemble their companion text characters, making them good choices for scientic and mathemati- cal typesetting. The TEX Gyre families also contain many additional spe- cially designed single glyphs for accented letters needed by several Euro- pean languages, such as Ð, ð, Ą, ą, Ę, ę, Ł, ł, Ö, ö, Ő, ő, Ü, ü, Ű, ű, Ş, ş, T,˚ t,˚ Ţ, ţ, U,˚ and u.˚ Comparison of text fonts Some of the families illustrated in this section include distinct mathemat- ics faces, but for brevity, we show only prose. When a font family is not chosen, the LATEX and Plain TEX default is the traditional Computer Mod- ern family used to typeset the Art of Computer Programming books, and shown in the rst subsection. 1 A Font Family Sampler 2 NB: The LuxiMono font has rather large characters: it is used here in 15% reduced size via these preamble commands: \usepackage[T1]{fontenc} % only encoding available for LuxiMono \usepackage[scaled=0.85]{luximono} \usepackage{} % cmr Lorem ipsum dolor sit amet, aenean nulla tellus metus odio non maecenas, pariatur vitae congue laoreet semper, nulla adipiscing cursus neque dolor dui, faucibus aliquam quis. -
An Introduction to the X Window System Introduction to X's Anatomy
An Introduction to the X Window System Robert Lupton This is a limited and partisan introduction to ‘The X Window System’, which is widely but improperly known as X-windows, specifically to version 11 (‘X11’). The intention of the X-project has been to provide ‘tools not rules’, which allows their basic system to appear in a very large number of confusing guises. This document assumes that you are using the configuration that I set up at Peyton Hall † There are helpful manual entries under X and Xserver, as well as for individual utilities such as xterm. You may need to add /usr/princeton/X11/man to your MANPATH to read the X manpages. This is the first draft of this document, so I’d be very grateful for any comments or criticisms. Introduction to X’s Anatomy X consists of three parts: The server The part that knows about the hardware and how to draw lines and write characters. The Clients Such things as terminal emulators, dvi previewers, and clocks and The Window Manager A programme which handles negotiations between the different clients as they fight for screen space, colours, and sunlight. Another fundamental X-concept is that of resources, which is how X describes any- thing that a client might want to specify; common examples would be fonts, colours (both foreground and background), and position on the screen. Keys X can, and usually does, use a number of special keys. You are familiar with the way that <shift>a and <ctrl>a are different from a; in X this sensitivity extends to things like mouse buttons that you might not normally think of as case-sensitive. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Ati Driver Freebsd
Ati driver freebsd Hey, I`m new to teh the bsd *BSD world and just installed Freebsd FreeBSD. Only thing missing is my video driver. ATI Radeon X How to Solved - Switch between ATI and VESA drivers? If you want to automatically load a video driver at boot time, we recommend to do it from /etc/:Radeon: It allows the use of newer xfvideo-ati drivers and AMD GPUs. This project started in January Initial radeon code comes from Linux. EndSection DESCRIPTION radeon is an Xorg driver for ATI/AMD RADEON-based video cards with the following features: o Full support for 8-, , and. This package contains the xfvideo-ati driver. xdrivers/drm-kmod: Port for the DRM kernel drivers for FreeBSD This port. If I boot X11 with no or with ati driver, the system stops responding, although cursor continues to follow mouse movements. (I suppose. To all those concerned, I have read that FreeBSD would be supported by the latest graphic card drivers, which was also confirmed by. I bought an expensive ATI card when they announced they'll go Note that AMD doesn't provide a driver for FreeBSD, so you'll be using the. We now know for sure that FreeBSD will ship with a kernel mode-setting driver for supporting open-source AMD Radeon graphics with its. AMD tech support has allegedly confirmed that Catalyst is being ported to FreeBSD. A Phoronix reader pointed out this thread. I am not sure that FreeBSD will fully support this card. The Xorg version for FreeBSD is and the ATI driver used is version The reason is, AMD/ATI doesn't support FreeBSD, and you have to resort to the sucky open source drivers. -
Oracle® Secure Global Desktop Platform Support and Release Notes for Release 4.7
Oracle® Secure Global Desktop Platform Support and Release Notes for Release 4.7 E26357-02 November 2012 Oracle® Secure Global Desktop: Platform Support and Release Notes for Release 4.7 Copyright © 2012, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Intel and Intel Xeon are trademarks or registered trademarks of Intel Corporation. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. AMD, Opteron, the AMD logo, and the AMD Opteron logo are trademarks or registered trademarks of Advanced Micro Devices. UNIX is a registered trademark of The Open Group. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, the following notice is applicable: U.S. GOVERNMENT END USERS: Oracle programs, including any operating system, integrated software, any programs installed on the hardware, and/or documentation, delivered to U.S. -
Deconstructing Hardware Usage for General Purpose Computation on Gpus
Deconstructing Hardware Usage for General Purpose Computation on GPUs Budyanto Himawan Manish Vachharajani Dept. of Computer Science Dept. of Electrical and Computer Engineering University of Colorado University of Colorado Boulder, CO 80309 Boulder, CO 80309 E-mail: {Budyanto.Himawan,manishv}@colorado.edu Abstract performance, in 2001, NVidia revolutionized the GPU by making it highly programmable [3]. Since then, the programmability of The high-programmability and numerous compute resources GPUs has steadily increased, although they are still not fully gen- on Graphics Processing Units (GPUs) have allowed researchers eral purpose. Since this time, there has been much research and ef- to dramatically accelerate many non-graphics applications. This fort in porting both graphics and non-graphics applications to use initial success has generated great interest in mapping applica- the parallelism inherent in GPUs. Much of this work has focused tions to GPUs. Accordingly, several works have focused on help- on presenting application developers with information on how to ing application developers rewrite their application kernels for the perform the non-trivial mapping of general purpose concepts to explicitly parallel but restricted GPU programming model. How- GPU hardware so that there is a good fit between the algorithm ever, there has been far less work that examines how these appli- and the GPU pipeline. cations actually utilize the underlying hardware. Less attention has been given to deconstructing how these gen- This paper focuses on deconstructing how General Purpose ap- eral purpose application use the graphics hardware itself. Nor has plications on GPUs (GPGPU applications) utilize the underlying much attention been given to examining how GPUs (or GPU-like GPU pipeline. -
AMD Radeon E8860
Components for AMD’s Embedded Radeon™ E8860 GPU INTRODUCTION The E8860 Embedded Radeon GPU available from CoreAVI is comprised of temperature screened GPUs, safety certi- fiable OpenGL®-based drivers, and safety certifiable GPU tools which have been pre-integrated and validated together to significantly de-risk the challenges typically faced when integrating hardware and software components. The plat- form is an off-the-shelf foundation upon which safety certifiable applications can be built with confidence. Figure 1: CoreAVI Support for E8860 GPU EXTENDED TEMPERATURE RANGE CoreAVI provides extended temperature versions of the E8860 GPU to facilitate its use in rugged embedded applications. CoreAVI functionally tests the E8860 over -40C Tj to +105 Tj, increasing the manufacturing yield for hardware suppliers while reducing supply delays to end customers. coreavi.com [email protected] Revision - 13Nov2020 1 E8860 GPU LONG TERM SUPPLY AND SUPPORT CoreAVI has provided consistent and dedicated support for the supply and use of the AMD embedded GPUs within the rugged Mil/Aero/Avionics market segment for over a decade. With the E8860, CoreAVI will continue that focused support to ensure that the software, hardware and long-life support are provided to meet the needs of customers’ system life cy- cles. CoreAVI has extensive environmentally controlled storage facilities which are used to store the GPUs supplied to the Mil/ Aero/Avionics marketplace, ensuring that a ready supply is available for the duration of any program. CoreAVI also provides the post Last Time Buy storage of GPUs and is often able to provide additional quantities of com- ponents when COTS hardware partners receive increased volume for existing products / systems requiring additional inventory. -
The Opengl Framebuffer Object Extension
TheThe OpenGLOpenGL FramebufferFramebuffer ObjectObject ExtensionExtension SimonSimon GreenGreen NVIDIANVIDIA CorporationCorporation OverviewOverview •• WhyWhy renderrender toto texture?texture? •• PP--bufferbuffer // ARBARB renderrender texturetexture reviewreview •• FramebufferFramebuffer objectobject extensionextension •• ExamplesExamples •• FutureFuture directionsdirections WhyWhy RenderRender ToTo Texture?Texture? • Allows results of rendering to framebuffer to be directly read as texture • Better performance – avoids copy from framebuffer to texture (glCopyTexSubImage2D) – uses less memory – only one copy of image – but driver may sometimes have to do copy internally • some hardware has separate texture and FB memory • different internal representations • Applications – dynamic textures – procedurals, reflections – multi-pass techniques – anti-aliasing, motion blur, depth of field – image processing effects (blurs etc.) – GPGPU – provides feedback loop WGL_ARB_pbufferWGL_ARB_pbuffer •• PixelPixel buffersbuffers •• DesignedDesigned forfor offoff--screenscreen renderingrendering – Similar to windows, but non-visible •• WindowWindow systemsystem specificspecific extensionextension •• SelectSelect fromfrom anan enumeratedenumerated listlist ofof availableavailable pixelpixel formatsformats usingusing – ChoosePixelFormat() – DescribePixelFormat() ProblemsProblems withwith PBuffersPBuffers • Each pbuffer usually has its own OpenGL context – (Assuming they have different pixel formats) – Can share texture objects, display lists between