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Graphics Double Data Rate 6 Synchronous Dynamic Random-Access Memory (GDDR6 SDRAM) is a type of synchronous graphics random-access memory (SGRAM) with a high bandwidth, "double data rate" interface, designed for use in graphics cards, game consoles, and high-performance computing.
The Videocore GPU runs an RTOS which handles the processing; video acceleration is done with RTOS firmware coded for its proprietary GPU, and the firmware was not open-sourced on that date. [92] Since there was neither a toolchain targeting the proprietary GPU nor a documented instruction set , no advantage could be taken if the firmware source ...
The GL 2.1 object model was built upon the state-based design of OpenGL. That is, to modify an object or to use it, one needs to bind the object to the state system, then make modifications to the state or perform function calls that use the bound object. Because of OpenGL's use of a state system, objects must be mutable.
Lastly, render states are pre-computed beforehand, allowing the GPU driver to know in advance how to configure and optimize the render pipeline before command execution. [4] Metal improves the capabilities of GPGPU programming by using compute shaders. Metal uses a specific shading language based on C++14, implemented using Clang and LLVM. [5]
the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering), without the use of extensive indirection – thus immediate – to retained resources. [1] It does not preclude the use of double-buffering. Retained mode is an alternative approach.
The GeForce 256 is the original release in Nvidia's "GeForce" product line.Announced on August 31, 1999 and released on October 11, 1999, the GeForce 256 improves on its predecessor by increasing the number of fixed pixel pipelines, offloading host geometry calculations to a hardware transform and lighting (T&L) engine, and adding hardware motion compensation for MPEG-2 video.
VC4 and freedreno can both consume NIR directly (and fall back to tgsi_to_nir for shaders that do not use glsl_to_nir). Illustration of the Linux graphics stack Mesa/DRI and Gallium3D have different driver models. Both share a lot of free and open-source code. A possible example matrix when implementing the Gallium3D driver model.
A voxel represents only a single point on this grid, not a volume; the space between each voxel is not represented in a voxel-based dataset. Depending on the type of data and the intended use for the dataset, this missing information may be reconstructed and/or approximated, e.g. via interpolation.