The Fallacy Behind Open-Source GPU Drivers, Documentation
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Also, FWIW, if you learn GL or DX, the 3D hardware looks A LOT like the APIs as you would expect. Lots of things map almost 1:1. My advice to learning GPU programming, follow the mailing lists and ask questions. Look at patches and get a feel for the code. Developers are happy to help out if you ask questions about specific things, but they are probably going to be turned off by requests to lead you by the hand through the basics of how computer graphics work. Just about everyone I know who works on GPU drivers got into it as a hobby. It's not a silo. Not only is it helpful to know 3D APIs like GL or DX, it also helps to know how computer hardware works in general. Study a simple NIC or sound driver. Most hardware is basically a DMA engine of some sort. It's either reading or writing data from ram. In between the hardware does something to it. Once you get that down, it doesn't much matter whether it's a wave file or vertex buffer; it's just an input to some chip that's going to output something else.
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Originally posted by dargllun View PostYou're missing the context here. There was an argument as to whether the OSS drivers lag behind due to missing released documentation, I said there's enough stuff to do with given documentation, such as a vdpau state tracker for AMD GPUs, but still that's not happening. Basically that's backing the original article. The end result for AMD users is that those GPUs have factually become irrelevant for media usage.
Energy consumption wasn't the point here.
Nowadays?
You've got a system that's actually as complex or moreso than the whole rest of the computer that's driving it. It's very much removed from the days when I was doing it as a full-time evening project for everyone along with the likes of Gareth Huges and John Carmack.
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Originally posted by marek View PostI haven't read that book (only heard about it), but I think that being able to do something like bump mapping with OpenGL and GLSL on a rotating model is enough.
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It's a very good start in that direction. Be forewarned, while the book's a GREAT way of doing things, unless you've got OpenGL 3.0 and beyond drivers available, you'll want to start off with the Fourth Edition, still in print.
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Originally posted by energyman View Postsince amd chipsets need a lot less power than nvidia chipsets: what the f?ck are you talking about?
A good graphics card is essential for high performance, but which one should you get? The lines between Nvidia and AMD are becoming more blurred and all the different model variations can make your head spin. Fortunately, we’ve scoured them all to deliver a detailed roundup of the best graphic cards. We cover the best
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Originally posted by energyman View Postsince amd chipsets need a lot less power than nvidia chipsets: what the f?ck are you talking about?
Energy consumption wasn't the point here.
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since amd chipsets need a lot less power than nvidia chipsets: what the f?ck are you talking about?
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Originally posted by dargllun View Postand on @mythtv-users you don't even read the word AMD anymore these days...
As far as i know there is no amd chipset currently worth recommending you are limited to nvidia if you want a reasonably quiet frontend (non too powerful cpu and therefore no fast fans cooling it).
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Originally posted by marek View Postkirillkh and others> The basic inescapable fact is you won't be able to achieve anything useful in the 3D driver development world without deep knowledge of either OpenGL or Direct3D. As a driver developer, you fully implement the OpenGL API, so you should know it more or less fully!
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