News Archives

Intel Graphics Performance Analyzers 2020.2 (Intel GPA) now supports Vulkan 1.2

Intel GPA provides tools for graphics analysis and optimizations for making games and other graphics-intensive applications run even faster. In the latest release of Intel GPA 2020.2, Intel introduces support for Vulkan 1.2 (SDK 1.2.135) workloads on Windows 10, the ability to view CreateInfo parameters for resources now available for Vulkan and D3D12 workloads and the ability to view metadata information for SwapChains (Vulkan and D3D12) and Render Passes (Vulkan). Read more to learn about all the features this release has to offer, or go directly to the downloads page.

Deep dive into OpenGL over DirectX layering

Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here’s the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.

OpenXR Adopters Program Launched and Conformance Tests Open Sourced

In a significant step in OpenXR’s rollout across the industry, the OpenXR Working Group has released its Conformance Test Suite, published the tests as Apache 2.0-licensed open source software on GitHub, and launched the OpenXR 1.0 Adopters Program so that implementations can be officially conformant for the first time. Products which are currently in conformance with OpenXR may be found on the Khronos website.

New ASTC Guide Released by Arm

Arm has released a new comprehensive ASTC Guide to help developers who wish to use ASTC technology to compress textures for 3D games and applications. The new guide contains a detailed ASTC algorithm overview, explains ASTC benefits, provides developers advice for achieving best compression results, and contains information on popular encoding tools—as well as usage with game engines.

CppCast: Michael Wong talks about SYCL 2020 and More

In the latest episode of CppCast Codeplay VP of Research & Development Michael Wong talks about the provisional specification of SYCL 2020. The specification has now been released and Michael joined Rob and Jason to give an introduction to what SYCL is, and why the latest revision brings some great new features, as well as less verbose, simpler code.

They cover a range of other topics, from the challenges of moving MISRA, a standard used for safety critical applications such as vehicles, to use more modern C++ features like templates and dynamic memory, through to his involvement in aligning the ISO C++ standard with SYCL to support parallel programming.

Listen to the Podcast

Nicole Huesman is joined by Ronan Keryell, principal software engineer at Xilinx, and Jeff Hammond, principal engineer at Intel, to hear their explanation on why open collaboration — modeled through open source and open standards — is key to solving some of today’s biggest challenges in research and industry, revealing some of the misconceptions, or least understood aspects, along the way. Then they explore the value of open languages and programming models, diving into ISO C++, Khronos Group SYCL, the amazing SYCL community, and what excites them most about the SYCL 2020 Provisional Specification.

Khronos Steps Towards Widespread Deployment of SYCL with Release of SYCL 2020 Provisional Specification

The Khronos® Group announces the ratification and public release of the SYCL 2020 Provisional Specification. SYCL is a standard C++ based heterogeneous parallel programming framework for accelerating High Performance Computing (HPC), machine learning, embedded computing, and compute-intensive desktop applications on a wide range of processor architectures, including CPUs, GPUs, FPGAs, and AI processors.The SYCL 2020 Provisional Specification is publicly available today to enable feedback from developers and implementers before the eventual specification finalization and release of the SYCL 2020 Adopters Program, which will enable implementers to be officially conformant—tentatively expected by the end of the year.

Valve is Transitioning To OpenXR

OpenXR was created with the goal to enable engines and developers to target a single non-proprietary SDK, easing the friction in creating polished VR experiences. Valve has worked closely with VR hardware vendors, game engine developers, and graphics hardware providers to develop this new API and we believe it represents a big step forward in cross-vendor application support. Valve expects new features on SteamVR to appear on the OpenXR side, rather than as new OpenVR APIs. Find out what this change means for both the Developers and the Users.

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