gpuinfo.org | Source for the GPU hardware databases launch page | GPU library

 by   SaschaWillems PHP Version: Current License: No License

kandi X-RAY | gpuinfo.org Summary

kandi X-RAY | gpuinfo.org Summary

gpuinfo.org is a PHP library typically used in Hardware, GPU applications. gpuinfo.org has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Source for the GPU hardware databases launch page over at
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            kandi-support Support

              gpuinfo.org has a low active ecosystem.
              It has 7 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gpuinfo.org is current.

            kandi-Quality Quality

              gpuinfo.org has no bugs reported.

            kandi-Security Security

              gpuinfo.org has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              gpuinfo.org does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              gpuinfo.org releases are not available. You will need to build from source code and install.

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            gpuinfo.org Key Features

            No Key Features are available at this moment for gpuinfo.org.

            gpuinfo.org Examples and Code Snippets

            No Code Snippets are available at this moment for gpuinfo.org.

            Community Discussions

            QUESTION

            Vulkan swapchain format UNORM to SRGB using VK_KHR_swapchain_mutable_format?
            Asked 2021-May-31 at 17:26

            Creating swapchain images with wrong format result this obviously:

            ...

            ANSWER

            Answered 2021-May-31 at 17:26

            VkImageFormatListCreateInfo Provided by VK_VERSION_1_2

            You linked to the Vulkan 1.2 specification. So of course it cites itself. The extension in question is a core part of 1.2, as is VkImageFormatListCreateInfo.

            The actual extension cites another extension:

            Requires VK_KHR_image_format_list

            Which defines the VkImageFormatListCreateInfoKHR structure used by the swapchain format extension. This structure is of course equivalent to the core 1.2 structure VkImageFormatListCreateInfo, since "image_format_list" was promoted to core in Vulkan 1.2.

            Source https://stackoverflow.com/questions/67777591

            QUESTION

            multiviewGeometryShader feature does not seems to be supported on the oculus 2, what alternatives?
            Asked 2021-Apr-19 at 08:32

            So I wanted to modify the VrCuvbeWorld_Vulkan sample provided on the facebook website: https://developer.oculus.com/documentation/native/android/mobile-vrapi/ to add a geometry shader for the Oculus Quest 2. However when I tried to enable the multiviewGeometryShader feature, I was granted by a VK_ERROR_FEATURE_NOT_PRESENT error. And on http://vulkan.gpuinfo.org/displayreport.php?id=10024#features_extensions the feature is said to not be supported.

            I just need a geometry shader to calculate a value for each triangle. What would be a viable alternative? On http://vulkan.gpuinfo.org they say that the geometryShader feature is supported. Therefore, is rendering eye by eye without the multiview extension a possible solution ?

            ...

            ANSWER

            Answered 2021-Apr-19 at 08:32

            If a device supports geometry shaders and also VK_KHR_multiview, that doesn't mean that both can be used in conjunction. That only works if the multiviewGeometryShader property is true. When we looked at this in detail last year, we couldn't find any device (besides some NVIDIA Quardo, I think) that supported multiview with geometry or tessellation shaders.

            That means that you'll not be able to use geometry shaders with the VK_KHR_multiview extension for now. A good alternative could be to use geometry shader instancing and use the geometry shader instance's invocation id to direct rendering into different layers:

            Source https://stackoverflow.com/questions/67147745

            QUESTION

            GL_ARB_gpu_shader_fp64 not supported according to glslangValidator.exe, but I actually do?
            Asked 2019-Dec-26 at 16:06

            I have an AMD Radeon RX 480, and I wrote a fragment shader (GLSL 4.6) that makes use of the GL_ARB_gpu_shader_fp64 extension;

            According to the Database, my GPU should support the GL_ARB_gpu_shader_fp64 extension, but when I compile the shader with the glslangValidator.exe, I get:

            '#extension' : extension not supported: GL_ARB_gpu_shader_fp64

            Same thing happens to my other pc, that has an Intel Graphics HD 620 (That supports that extension, too).

            Can someone explain me what's happening?

            ...

            ANSWER

            Answered 2019-Dec-26 at 16:06

            When compiling GLSL using glslang into SPIR-V of any form, the available set of extensions does not care about the nature of the platform you are compiling on. After all, the whole point of an intermediate language is to be able to pre-compile your shader on one platform, then ship it in compiled form to the place where the user will execute it. That is when any extensions will be checked against the available set of extensions for that platform.

            So basically, glslang assumes any extensions which could be valid for the target language are valid.

            However, when compiling GLSL into SPIR-V for Vulkan consumption, the set of extensions that glslang is aware of are those extensions which are appropriate for Vulkan consumption. These extensions can be found in this GLSL Github repo. This set of extensions is specific to Vulkan.

            Source https://stackoverflow.com/questions/59487251

            QUESTION

            My mac reports 4 Vulkan queue families but reference says it has 1
            Asked 2019-Jul-22 at 01:20

            My home computer is a late 2012 Mac Mini, it has a 3rd gen Intel IvyBridge processor (mobile model for some reason only Apple knows).

            The "vulkaninfo.app" from the LunarG SDK reports 4 queue families on the integrated GPU, but public information shows that it should only have 1 one it. What's happening?

            ...

            ANSWER

            Answered 2019-Jul-21 at 12:37

            In macOS, there's no queue count or queue family count in Metal Devices (as of July 2019), so one could create 1 or any number of queues and get full utilization of the device.

            However, as noted in a GitHub issue, some programs with hardwired assumptions crashes when there's only 1 queue family, so they made MoltenVK report 4 queue families to fix it (see pull request 450).

            Source https://stackoverflow.com/questions/57131974

            QUESTION

            Vulkan: Why does the 1080 Ti have a maxMemoryAllocationCount of 4294967296 on arch but only 4096 on Windows?
            Asked 2017-Nov-15 at 17:37

            I am currently building a game engine in C++ which uses vulkan for rendering. While implementing a terrain renderer I reached a hardware limit, the maxMemoryAllocationCount which limits the amount of allocated memory blocks. I checked https://vulkan.gpuinfo.org/ to see how high that value on different GPUs is. When looking at the "GeForce GTX 1080 Ti", the value is 4096 for windows but 4294967296 for arch/manjaro. Why is there a difference between those OSes, when this really should be a hardware limitation?

            ...

            ANSWER

            Answered 2017-Nov-15 at 17:37

            Why "should" it be a hardware limitation?

            With 4 exceptions, every Windows implementation is limited to 4096 allocations. And those exceptions are either open-source RADV hacked to run on Windows or early drivers that returned bogus values.

            So clearly, Windows as an OS is imposing this limitation. After all, the OS owns the GPU and must be involved in any memory allocations.

            It is the right of the OS to prevent a process from engaging in pathological behavior. Windows seems to think that making lots of GPU allocations is pathological, so the WDDM model imposes a low-but-reasonable limit on GPU allocations.

            Source https://stackoverflow.com/questions/47313319

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install gpuinfo.org

            You can download it from GitHub.
            PHP requires the Visual C runtime (CRT). The Microsoft Visual C++ Redistributable for Visual Studio 2019 is suitable for all these PHP versions, see visualstudio.microsoft.com. You MUST download the x86 CRT for PHP x86 builds and the x64 CRT for PHP x64 builds. The CRT installer supports the /quiet and /norestart command-line switches, so you can also script it.

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