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  1. SwiftShader 1 is a high-performance CPU-based implementation 2 of the Vulkan 3 1.3 graphics API. Its goal is to provide hardware independence for advanced 3D graphics. NOTE: The ANGLE project can be used to achieve a layered implementation 4 of OpenGL ES 3.1 (aka. "SwANGLE"). SwiftShader libraries can be built for Windows, Linux, and macOS.

  2. SwiftShader [^1] is a high-performance CPU-based implementation [^2] of the Vulkan [^3] 1.3 graphics API. Its goal is to provide hardware independence for advanced 3D graphics. NOTE: The ANGLE project can be used to achieve a layered implementation [^4] of OpenGL ES 3.1 (aka. “SwANGLE”).

  3. 24 lis 2017 · Please download files in this item to interact with them on your computer. This is SwiftShader 3.0 to trick your PC in using available CPU power instead of GPU power. I don't know if the watermark shows up or not, i haven't tried it. So test it yourself!! ........................... Original File is here ! Subject: download?

  4. SWIFT SHADER 3.0 + Best Settings.rar. Owner hidden. Feb 18, 2014. 1.2 MB. More info (Alt + →) No files in this folder. Sign in to add files to this folder. Google apps.

  5. swiftshader.googlesource.com › SwiftShader › +SwiftShader

    SwiftShader is a high-performance CPU-based implementation of the Vulkan and OpenGL ES graphics APIs12. Its goal is to provide hardware independence for advanced 3D graphics. Android and Chrome (OS) build environments are also supported.

  6. SwiftShader provides high-performance graphics rendering on the CPU. It eliminates the dependency on graphics hardware capabilities. SwiftShader provides shared libraries (DLLs) which implement standardized graphics APIs. Applications already using these APIs thus don't require any changes to use SwiftShader.

  7. SwiftShader [^1] is a high-performance CPU-based implementation [^2] of the Vulkan [^3] 1.3 graphics API. Its goal is to provide hardware independence for advanced 3D graphics. NOTE: The ANGLE project can be used to achieve a layered implementation [^4] of OpenGL ES 3.1 (aka. “SwANGLE”).

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