![6970 opengl 4.4 6970 opengl 4.4](https://c1.neweggimages.com/ProductImageCompressAll1280/14-126-537-V01.jpg)
The GPU of HD 6000 seems to draw fragments in group of 32x32 pixels (size of the squares you can see on the screenshot). The GeForce draws many small areas and fills both triangles from top to the bottom while the Radeon GPU draws larger zones and fills one triangle from top to bottom and the second from bottom to top. Or do you prefer the rendering order of a Radeon HD 7770:Ītomic counter, pixels rendering order on a Radeon HD 7770Īs you can see, the way the pixels are rendered (rasterizer pattern) is quite different. Here is the rendering order of a GeForce GTX 460:Ītomic counter, pixels rendering order on a GeForce GTX 460Īnd now the rendering order of a Radeon HD 6970:Ītomic counter, pixels rendering order on a Radeon HD 6970 First fragments are rendered in black, last fragments are rendered in red. On the screen, the dimensions of the quad are 256x256 (65536 pixels to render). Layout(binding = 0, offset = 0) uniform atomic_uint ac Now let's see the rendering order of all pixels of a quad (made up of 2 triangles) with the following shader: The following images shows these 10 first fragments: Uint counter = atomicCounterIncrement(ac)
![6970 opengl 4.4 6970 opengl 4.4](http://www.ozone3d.net/public/jegx/201008/tessmark_map_set2.jpg)
Layout(binding=0, offset=0) uniform atomic_uint ac
#6970 opengl 4.4 code
The following code allows to shows where the ten first fragments are rendered: Once the buffer object of the atomic counter is initialized and bound (see OpenGL code snippets at the end of the article), we can write to the atomic counter with the GLSL function atomicCounterIncrement(). Then if you convert the counter value to a color, you can quite easily visualize the order in which fragments are rendered. In the pixel shader, an atomic counter is incremented each time the shader is invoked.
![6970 opengl 4.4 6970 opengl 4.4](https://images-na.ssl-images-amazon.com/images/I/61kZaXJwLkL.jpg)
One simple but very interesting application of atomic counters is the visualization of the rendering order of fragments. Information about atomic counters in GPU Caps Viewer In a word, an atomic counter is memory buffer (actually a buffer object that stores one or several unsigned int) that can be incremented (GLSL built-in function atomicCounterIncrement()) or decremented (GLSL built-in function atomicCounterDecrement()) by a shader. The complete specification is available here: GL_ARB_shader_atomic_counters. Atomic counters are available in all stages: vertex, pixel, geometry, tessellation control and evaluation shaders. But how does it work? Answer: thanks to the use of atomic counters.Ītomic counters are a new feature of OpenGL 4.2.
#6970 opengl 4.4 download
MSI Afterburner 3.0.0 Beta 14 Download - Guru3D and MSI have been working hard on AfterBurner, today we release an updated this Beta revision of Afterburner, this application successfully secured th.Some weeks ago I found this video showing in which order the fragments are rendered: Download here.ĭownload MSI Afterburner 3.0.0 Beta 14 () - 01:14 PM
#6970 opengl 4.4 driver
This Beta driver works with Windows 7 and 8 and contains a series of driver improvements to be noted after the break. So you can now download the Black Hole benchmark. It tests the pure calculation speed of your cpu in double and integer. Download.īlack Hole benchmark V4.2 Download - 05:01 PMĭownload Black Hole benchmark v4.2 Final - the author of this tool requested if we wanted to host his new CPU bemchmark. These provide beta support for OpenGL 4.4 and GLSL 4.40 on capable hardware amongst other things. Download.ĭownload GeForce 326.80 Beta driver - 05:03 PMĭownload the Nvidia GeForce 326.80 Beta driver, Windows driver version 326.80.
#6970 opengl 4.4 software
Download PhysX System Software - 12:27 PMĭownload Nvidia PhysX System Software for Windows 7, Windows Vista 64-bit, Windows XP 64-bit, Windows Vista, Windows 8.1, Windows 7 64-bit, Windows XP.