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53 application among the available GPU resources. This has proven to be
62 The set of GPUs available on a system can be queried by calling
64 can be determined by calling wglGetContextGPUIDAMD. Each GPU in a
67 GPU can be obtained by calling wglGetGPUInfo. This will allow
72 to a specific GPU can be created with wglCreateAssociatedContextAMD.
73 These associated contexts can be made current with
76 non-associated context can be current at one time per thread.
153 When multiple GPUs are present, a context can be created for
158 The IDs for available GPUs can be queried with the command:
162 where <maxCount> is the max number of IDs that can be returned and
166 failed. The array pointer <ids> passed into the function will be
168 available. The ID 0 is reserved and will not be retuned as a
170 only return the total number of GPUs. <ids> will be tightly packed
174 the total available GPU count which can be used to allocate an
181 following functions may be used:
187 must be a valid GPU ID. The function will fail if <id> is an invalid
188 GPU ID and -1 will be returned. <property> is the information being
189 queried. <dataType> may be GL_UNSIGNED_INT, GL_INT, GL_FLOAT, or
190 GL_UNSIGNED_BYTE and signals what data type is to be returned. <size>
193 buffer which will be filled with the requested information. For a
194 string, <size> will be the number of characters allocated and will
196 and GL_FLOAT <size> will be the array depth. If the function
197 succeeds, the number of values written will be returned. If the number
198 of values written is equal to <size>, the query should be repeated with
199 a larger <data> buffer. Strings should be queried using the
200 GL_UNSIGNED_BYTE type, are UTF-8 encoded and will be NULL terminated.
201 If the function fails, -1 will be returned.
203 <property> defines the GPU property to be queried, and may be one of
212 property which is a string, the function will fail and -1 will be
217 of the GPU. <dataType> must be GL_UNSIGNED_BYTE with the previous
230 applicable for the GPU specified by <id>, the value 0 will be returned.
233 Although these contexts are unassociated, their use will still be
235 to be able to query the GPU an existing unassociated context resides
236 on. If multiple GPUs are available, it would be undesirable
243 <hglrc> is the context for which the GPU id will be returned. If the
251 <id> must be a valid GPU id and cannot be 0. If a context was
252 successfully created the handle will be returned by
253 wglCreateAssociatedContextAMD. If a context could not be created, NULL
254 will be returned. If a context could not be created, error information
255 can be obtained by calling GetLastError. Upon successful creation,
264 to wglCreateAssociatedContextAttribsAMD. Additionally, <id> must be
265 a valid GPU ID and cannot be 0. If a context was successfully created
266 the handle will be returned by wglCreateAssociatedContextAttribsAMD.
267 If a context could not be created, NULL will be returned. In this
268 case, error information can be obtained by calling GetLastError. Upon
271 <hShareContext> must either be NULL or that of an associated context
277 A context must be deleted once it is no longer needed. Use the
282 If the function succeeds, TRUE will be returned, otherwise FALSE is
283 returned. <hglrc> must be a valid associated context created by
286 function will fail. An associated context cannot be deleted by calling
290 To render using an associated context, it must be made the current
297 wglCreateContext, the call will fail and FALSE will be returned. If
299 FALSE will be returned. If the call succeeds, TRUE will be returned.
302 Only one type of context can be current to a thread at a time. If an
310 The current associated context can be queried by calling:
316 If an unassociated context is current, NULL will be returned.
318 Associated contexts can be shared just as unassociated contexts can by
319 calling wglShareLists. Associated contexts can only be shared with
321 contexts cannot be shared with non-associated contexts. FALSE will be
325 An associated context can not be passed in as a parameter into
330 current context. It may be invalid to use proc addresses obtained from
333 differ. Each context should be treated seperately, proc addressses
334 should be queried for each after context creation.
355 bitwise OR of a number of values indicating which buffers are to be
367 error GL_INVALID_OPERATION will be generated. If no context is
369 will be generated. These errors may be queried by calling glGetError.
370 The target framebuffer will be the framebuffer bound to
372 will be the framebuffer bound to GL_READ_FRAMEBUFFER_EXT in the
394 framebuffer object must be bound for rendering to be valid. If the
397 GL_INVALID_FRAMEBUFFER_OPERATION_EXT error will be generated
434 - Resolved. It seems unnecessary. An associated DC would be a virtual
438 2. Should the list of IDs returned by wglGetGPUIDs be ordered in some
442 be queried.
451 wglMakeCurrent be? Should it be legal to have an associated context and a
455 one both current, but for simplicity, only one of any type will be allowed
460 shareLists call be necessary?
465 relative GPU performance be presented?
467 - Resolved. This is sufficent. One alternative would be to test execution of
472 context to another? Or would it be better to create a read and write
476 the additional state that would have to be tracked for a global read and
481 8. Should the GPU ID be part of the pixel format? That would allow
495 bound? The 2 options seem to be 1. Throw an error and do not render,