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Promit

Member Since 29 Jul 2001
Offline Last Active Yesterday, 10:34 PM

#5127799 AMD's Mantle API

Posted by Promit on 31 January 2014 - 01:28 PM

So it appears that somebody dumped the export list of the Mantle API DLL, presumably from the BF4 update. Here you go.

MANTLE64.DLL

grInitAndEnumerateGpus
grGetGpuInfo
grCreateDevice
grDestroyDevice
grGetExtensionSupport
grGetDeviceQueue
grQueueSubmit
grQueueWaitIdle
grDeviceWaitIdle
grGetMemoryHeapCount
grGetMemoryHeapInfo
grAllocMemory
grFreeMemory
grMapMemory
grUnmapMemory
grGetMultiGpuCompatibility
grOpenSharedQueueSemaphore
grOpenPeerImage
grDestroyObject
grGetObjectInfo
grBindObjectMemory
grCreateFence
grGetFenceStatus
grCreateQueueSemaphore
grSignalQueueSemaphore
grWaitQueueSemaphore
grCreateEvent
grGetEventStatus
grResetEvent
grCreateQueryPool
grGetQueryPoolResults
grGetFormatInfo
grCreateImage
grGetImageSubresourceInfo
grCreateImageView
grCreateColorTargetView
grCreateDepthStencilView
grCreateShader
grCreateGraphicsPipeline
grCreateComputePipeline
grStorePipeline
grLoadPipeline
grCreateSampler
grCreateDescriptorSet
grBeginDescriptorSetUpdate
grEndDescriptorSetUpdate
grAttachSamplerDescriptors
grAttachImageViewDescriptors
grAttachMemoryViewDescriptors
grClearDescriptorSetSlots
grCreateViewportState
grCreateRasterState
grCreateMsaaState
grCreateColorBlendState
grCreateDepthStencilState
grCreateCommandBuffer
grBeginCommandBuffer
grEndCommandBuffer
grResetCommandBuffer
grCmdBindPipeline
grCmdBindStateObject
grCmdBindDescriptorSet
grCmdBindIndexData
grCmdBindTargets
grCmdPrepareMemoryRegions
grCmdPrepareImages
grCmdDraw
grCmdDrawIndexed
grCmdDrawIndirect
grCmdDispatch
grCmdDispatchIndirect
grCmdCopyMemory
grCmdCopyImage
grCmdCopyMemoryToImage
grCmdCopyImageToMemory
grCmdClearColorImage
grCmdClearDepthStencil
grCmdSetEvent
grCmdBeginQuery
grCmdEndQuery
grCmdResetQueryPool
grCmdWriteTimestamp
grCmdInitAtomicCounters
grCmdLoadAtomicCounters
grCmdSaveAtomicCounters
grDbgSetValidationLevel
grDbgRegisterMsgCallback
grDbgSetObjectTag
grDbgSetGlobalOption
grWsiWinGetDisplays
grWsiWinGetDisplayModeList
grWsiWinTakeFullscreenOwnership
grWsiWinReleaseFullscreenOwnership
grWsiWinCreatePresentableImage
grWsiWinQueuePresent

MANTLEAXL64.DLL

grUpdateBorderColorPalette
grCmdBindBorderColorPalette
grCreateAdvancedMsaaState
grCreateFmaskImageView
grQueueDelay
grCreateBorderColorPalette



#5127352 Does a Quaternion has a Handness?

Posted by Promit on 29 January 2014 - 07:53 PM

I restored the original thread content. The answer to the original question is that no, quaternions do not have a handedness. Quaternions are a representation. A coordinate system does have handedness, and a quaternion is typically used to represent a rotation in a particular coordinate system. In order to use a quaternion to compute or represent a rotation, you need to agree on handedness of a coordinate system. The quat itself doesn't inherently imply any particular axes.




#5126640 isnt opengl to high or to low

Posted by Promit on 26 January 2014 - 11:01 PM

how low, how high is subjective to from where you looking at . From perspective of  game dev I would say its pretty low and that's why writing a solid abstract middleware(not be confused with extension) is must for any medium to high end production. I would like to hear about scenarios while you  felt lack of control due to over abstraction by opengl.

That's a much more substantial subject than will fit here, but I can come up with a taste:

* Pretty much everything about the compilation system for GLSL. Lack of sane binary format, lack of control over optimization or even basic compiler correctness, inability to inspect what kind of backend output I'm getting from any given shader, etc.

* Everything to do with asynchronous upload and download with GPU memory. Also highly inconsistent between drivers.

* No exposure of unified hardware memory, primarily on mobile devices.

* The idiotic handle/bind system (GenTextures, BindTexture for example). This has been documented in detail by NVIDIA and AMD as a major performance problem. We're now seeing extensions like bindless, pinned_memory and buffer_storage to deal with this and a few related issues.

* The state machine and state change handling. Direct3D improved this significantly in the transition from 9 to 10.

* The ability to use the same data on GPU as different types of buffers. We're just now seeing this addressed in 4.3.

* A lot of internal garbage surrounding draw call setup. Mantle exists to address this point, and there's some new approaches using MultiDrawIndirect.

* All the really messy performance stuff like GPU pipeline flushes and CPU syncs that make a huge difference and are near impossible to study.




#5126621 isnt opengl to high or to low

Posted by Promit on 26 January 2014 - 07:35 PM

I actually tend to agree with the original suggestion. I feel like OpenGL falls into an awful pit where it is neither low level enough to provide sufficient control, nor high level enough to provide sufficient abstraction. It's just a headache for both. The correct thing would be for it to be more low level, of course. Whether they're making useful progress in that vein... I think the jury is still out.




#5123600 Position from Depth

Posted by Promit on 14 January 2014 - 10:29 AM

Well let's start with the obvious: either your view ray is wrong or your depth is wrong. Depth is the easier one to get and to test, so start with that. Then try testing the view ray at various points, eg center of viewport and corners.




#5122295 2.1 Equivelent Of "glDrawElementsInstanced" ?

Posted by Promit on 08 January 2014 - 09:39 PM

There isn't, but it's probably worth checking for the extension even in a 2.x context:

https://www.opengl.org/registry/specs/ARB/draw_instanced.txt




#5122289 Using the Oculus Rift to learn foreign languages

Posted by Promit on 08 January 2014 - 08:32 PM

How is that different from a normal video game set in a foreign country? Nothing in the idea relates to the actual Oculus.




#5122253 What's the latest on XNA replacement?

Posted by Promit on 08 January 2014 - 04:25 PM

Last I heard, Unity was the "XNA replacement".




#5121822 Best Laptop for Game Development

Posted by Promit on 06 January 2014 - 11:34 PM

A nice GPU (NVIDIA ideally or maybe AMD but not Intel) and lots of memory. Everything else can be compromised in favor of those two.




#5119765 Which Game development role is the best for me?

Posted by Promit on 28 December 2013 - 11:44 PM

Harshness ahead.

 

"Which Game development role is the best for me?"

None. What makes you think you belong in this industry in the first place?

 

You like playing games. That has nothing to do with making them. Making them is like fifteen percent fun, eighty percent tedious dedication, and five percent misery. Loving to create is a totally different ballgame than loving to play. And when you love to create, the role tends to emerge naturally. It's what you want to do, without being prompted or pushed. It's what you'd do if you could do anything in the world. And it's what you're willing to spend your time on, day after day and hour after hour. For years. I don't see any trace of commitment or dedication in what you gave. You tried a few things and immediately gave up. That gets you nowhere in game development, which is about sweat and tears. Bite the bullet and commit fully to what you'd like to do, and be prepared to spend the years it takes to learn. Otherwise, move on and keep games as purely an entertainment part of your life.

 

 

Alternate answer: QA dept.




#5117957 lua vs v8

Posted by Promit on 18 December 2013 - 04:15 PM

One of the big plus points of Lua is that it's extremely lightweight, much more so than any JS engine. That combined with the easy deployment and reasonably good integration support make for a compelling package.




#5115764 Playstation 4 emulator on SourceForge. Is it legit?

Posted by Promit on 09 December 2013 - 06:00 PM

 

Well, I just logged in today and noticed that my thread/post here is "HOT" (whatever that means).

 

So I thought I'd mention that the project starter of the Playstation 4 Emulator claims they can't use any repositories due to using an old Android OS:

 

http://sourceforge.net/p/playstation4emulatorx8664pc/discussion/general/thread/a1d53a6a/?limit=50#cfc9

 

I find that a bit strange that one would start a project, contribute nothing more than an almost useless .hpp file after claiming they are unable to use any repository, and doesn't even give a base. Anyways, it has 40+ downloads already, but nobody has contributed any code(virtually including the project starter themself).

 

An emulator is likely feasible over time -- but its abundantly clear that the project maintainer on SourceForge has literally no idea what he's talking about, so it won't stem from his project. He doesn't speak like someone with even intermediate C++ skills, nor like anyone who's ever contributed to, much less maintained, a codebase with a non-trivial amount of code. He claims to have 3 C++ source files and 18 headers which (beyond pointing towards less-than developed software engineering skills) he can't upload because his *2-major-versions-old android device* won't run git et. al. Golly, he must've been surprised to learn that. It all sounds to me like a naive kid wanting to take credit for starting the project and not much else. Points for enthusiasm, though.

 

So the maintainer is coding on an Android 2.x device and doesn't have any other way to write or publish his work??  Picard facepalm.




#5115041 Its all about DirectX and OpenGL?

Posted by Promit on 06 December 2013 - 10:36 PM

 

So, if I got it right... libGCM is the lowest level used on PS3... PSGL was derivated from OpenGL ES and call the LibGCM 'methods/functions/calls' to deal with PS3 hardware...

 

Almost, but not quite.  GCM is the lowest level, but it's also available for direct use.  So as a developer you don't have to use PSGL, you can use GCM itself and completely bypass the GL layer.

 

The "OpenGL Everywhere" people can frequently be seen claiming that using OpenGL allows you to target the PS3, but that's not actually true as nobody who wants performance will actually use PSGL - it's just too slow.  Instead, developers will use GCM itself.

 

This is not precisely true. Rage used PSGL to manage states etc but GCM to build command buffers. So while pure PSGL is probably a bad idea, there is some precedent for putting it into production.




#5112265 Playstation 4 emulator on SourceForge. Is it legit?

Posted by Promit on 26 November 2013 - 04:46 PM

I found this page here: https://sourceforge.net/projects/playstation4emulatorx8664pc/

 

It claims to be an open-source project that is trying to get people to create a Playstation 4 emulator before 2017. I thought it might spark some debate/interest here, or get some attention on the subject, since many claim a PS4 emulator may never be created, or is too difficult to do so(I personally disagree).

 

I want to contribute, but I don't have/use Git, and you need it. Any ideas on this? Is it legit, most importantly, in your view?

There's no code. Not even a stub checkin. The project files are a "this is not a joke" README and a PDF describing the standard Blu-ray format (with no PS-related information). The project page calls for 150-200 people. The description doesn't tend to imply that the people behind it know jack squat about the technical requirements, though who knows since it's one paragraph.

 

Is it legit? No, I suspect dreaming idiots, maybe "idea guys" who are hoping someone else will do the actual work by magic. Possibly teenagers.




#5111193 Such code. Wow. So Shibe. Very doge.

Posted by Promit on 21 November 2013 - 08:04 PM

tumblr_inline_mstgy9YGSE1qz4rgp.gif






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