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The AMD GPU Services (AGS) library provides software developers with the ability to query AMD GPU software and hardware state information that is not normally available through standard operating systems or graphic APIs. Version 3.1 of the library includes support for querying graphics driver version info, GPU performance, Crossfire (AMD's multi-GPU rendering technology) configuration info, as well as Eyefinity (AMD's multi-display rendering technology) configuration info. AGS also exposes some additional functionality supported in the DirectX11 AMD driver.
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In addition to the library itself, the AGS SDK includes several samples to demonstrate use of the library.
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### What's new in AGS3.1 since 3.0
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AGS3.1 now returns a lot more information from the GPU in addition to exposing the explicit Crossfire API for DX11. The following changes are new to AGS3.1:
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* The initialization function can now return information about the GPU:
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* Whether the GPU is GCN or not.
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* The adapter string and device id.
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* The driver version is now rolled into this structure instead of a separate function call.
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* Performance metrics such as the number of compute units and clock speeds.
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* A new API to transfer resources between GPUs in Crossfire configuration in DirectX11.
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* A method to register your app and engine with the DirectX11 driver.
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* The screen rect primitive is now available in DirectX11 if supported.
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### What's new in AGS3
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AGS3 contains a number of architectural changes as well as including some exciting new features supported in the DirectX11 AMD driver. The following changes are new to AGS3:
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* The library is now only available as a dynamic link library (DLL) for simplicity.
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* The library is now thread-safe. Previously, the API would have to be called on the same thread. Now, each API call is fully re-entrant.
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* ADL 1 is no longer supported. Parts of AGS3 are built on ADL 2 which was introduced in Catalyst version 12.20. If your driver is older than this, AGS3 will fail to initialize.
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* There is now an API for querying the total number of GPUs, not only the ones that are in a Crossfire configuration, and an API to query the amount of memory local to each of those GPUs.
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* AGS3 now provides public access to some of the extensions available in the AMD DirectX11 driver. These include the Quad List primitive type, UAV overlap, depth bounds test and multi-draw indirect.
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### Prerequisites
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* AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
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* 64-bit Windows 7 (SP1 with the [Platform Update](https://msdn.microsoft.com/en-us/library/windows/desktop/jj863687.aspx)), Windows 8.1, or Windows 10
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* Visual Studio 2012, Visual Studio 2013, or Visual Studio 2015
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### Getting Started
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* It is recommended to take a look at the sample source code.
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* There are three samples: ags_sample, crossfire_sample, and eyefinity_sample.
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* Visual Studio projects for VS2012, VS2013, and VS2015 can be found in each sample's `build` directory.
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* Additional documentation, including API documentation and instructions on how to add AGS support to an existing project, can be found in the `ags_lib\doc` directory.
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### Premake
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The Visual Studio projects in each sample's `build` directory were generated with Premake. To generate the project files yourself (for another version of Visual Studio, for example), open a command prompt in the sample's `premake` directory (where the premake5.lua script for that sample is located, not the top-level directory where the premake5 executable is located) and execute the following command:
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*`..\..\premake\premake5.exe [action]`
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* For example: `..\..\premake\premake5.exe vs2010`
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Alternatively, to regenerate all Visual Studio files for the SDK, execute `ags_update_vs_files.bat` in the top-level `premake` directory.
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This version of Premake has been modified from the stock version to use the property sheet technique for the Windows SDK from this [Visual C++ Team blog post](http://blogs.msdn.com/b/vcblog/archive/2012/11/23/using-the-windows-8-sdk-with-visual-studio-2010-configuring-multiple-projects.aspx). The technique was originally described for using the Windows 8.0 SDK with Visual Studio 2010, but it applies more generally to using newer versions of the Windows SDK with older versions of Visual Studio.
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The default SDK for a particular version of Visual Studio (for 2012 or higher) is installed as part of Visual Studio installation. This default (Windows 8.0 SDK for Visual Studio 2012 and Windows 8.1 SDK for Visual Studio 2013) will be used if newer SDKs do not exist on the user's machine. However, the projects generated with this version of Premake will use the next higher SDK (Windows 8.1 SDK for Visual Studio 2012 and Windows 10 SDK with Visual Studio 2013), if the newer SDKs exist on the user's machine. For Visual Studio 2015, this version of Premake adds the WindowsTargetPlatformVersion element to the project file so that the Windows 10 SDK will be used.
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### Third-Party Software
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* DXUT is distributed under the terms of the MIT License. See `eyefinity_sample\dxut\MIT.txt`.
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* Premake is distributed under the terms of the BSD License. See `premake\LICENSE.txt`.
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