also seems some Gen9 manuals missing:
first @ https://software.intel.com/en-us/articles/intel-graphics-developers-guides we can find gen9 compute arch guide but missing is
Gen9 graphics API dev guide note Gen8 graphics API dev guide is already there..
also @ https://01.org/linuxgraphics/documentation/hardware-specification-prms we can only find broadwell manuals.. seeing they get recently posted BDW manuals seems a long wait there..
finally reading:
http://www.intel.com/content/www/us...ktop-6th-gen-core-family-datasheet-vol-1.html
OpenGL 5.0-> Vulkan?-> also hope this implies OpenGL 4.5 full support + 2015 new ARB extensions since 4.5<5.0
but the interesting meat is few lines later:
I can find things not mentioned anywhere else (I put on bold below) (i.e. on HD 530 reviews and IDF presentations) all on page 31:
seems they are exposing also extra GPU features in DirectX (D3D11?) via extensions.
I assume similar to how they exposed Pixelsync two years ago on D3D11 (please correct me if I'm wrong but anyway some things aren't even supported on D3D12 so perhaps they are D3D12 extensions)..
Render Target Reads (on OGL driver exposed via GL_EXT_shader_framebuffer_fetch) (see:https://gfxbench.com/device.jsp?benchmark=gfx31&os=Windows&api=gl&D=Intel(R)+HD+Graphics+530&testgroup=info)
Floating Point atomics (nice already exposed on NV GPUs via NVAPI ext..)
MSAA sample-indexing (more info please? is equal to AMD D3D11 ext? AMDDXextAPI.h SetSingleSampleRead(ID3D10Resource* pResource, BOOL singleSample) = 0; ?)
Fast Sampling (Coarse LOD) (is that equal to undocumented GL_INTEL_multi_rate_fragment_shader present? if not more info on what this extension may provide? related to https://software.intel.com/en-us/articles/coarse-pixel-shading ?)
Quilted Textures (more info, please?)
GPU Enqueue Kernels (is that like OpenCL 2.0 launch kernels from kernels/ CUDA dynamic parallelism but in DirectCompute?)
GPU Signals processing unit (interested to see more info on this..)
Also seems OpenCL has cl_khr_fp16 extension and coming to D3D via optinal cap bit but is coming to OpenGL in some way, as there is no GL_ARB_fp16?
As said lot of things remain unanswered to me.. hope Andrew Lauritzen can answer most if not all
first @ https://software.intel.com/en-us/articles/intel-graphics-developers-guides we can find gen9 compute arch guide but missing is
Gen9 graphics API dev guide note Gen8 graphics API dev guide is already there..
also @ https://01.org/linuxgraphics/documentation/hardware-specification-prms we can only find broadwell manuals.. seeing they get recently posted BDW manuals seems a long wait there..
finally reading:
http://www.intel.com/content/www/us...ktop-6th-gen-core-family-datasheet-vol-1.html
OpenGL 5.0-> Vulkan?-> also hope this implies OpenGL 4.5 full support + 2015 new ARB extensions since 4.5<5.0
but the interesting meat is few lines later:
I can find things not mentioned anywhere else (I put on bold below) (i.e. on HD 530 reviews and IDF presentations) all on page 31:
seems they are exposing also extra GPU features in DirectX (D3D11?) via extensions.
I assume similar to how they exposed Pixelsync two years ago on D3D11 (please correct me if I'm wrong but anyway some things aren't even supported on D3D12 so perhaps they are D3D12 extensions)..
Render Target Reads (on OGL driver exposed via GL_EXT_shader_framebuffer_fetch) (see:https://gfxbench.com/device.jsp?benchmark=gfx31&os=Windows&api=gl&D=Intel(R)+HD+Graphics+530&testgroup=info)
Floating Point atomics (nice already exposed on NV GPUs via NVAPI ext..)
MSAA sample-indexing (more info please? is equal to AMD D3D11 ext? AMDDXextAPI.h SetSingleSampleRead(ID3D10Resource* pResource, BOOL singleSample) = 0; ?)
Fast Sampling (Coarse LOD) (is that equal to undocumented GL_INTEL_multi_rate_fragment_shader present? if not more info on what this extension may provide? related to https://software.intel.com/en-us/articles/coarse-pixel-shading ?)
Quilted Textures (more info, please?)
GPU Enqueue Kernels (is that like OpenCL 2.0 launch kernels from kernels/ CUDA dynamic parallelism but in DirectCompute?)
GPU Signals processing unit (interested to see more info on this..)
Also seems OpenCL has cl_khr_fp16 extension and coming to D3D via optinal cap bit but is coming to OpenGL in some way, as there is no GL_ARB_fp16?
As said lot of things remain unanswered to me.. hope Andrew Lauritzen can answer most if not all