Hardware acceleration in the context of Throughput


Hardware acceleration in the context of Throughput

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⭐ Core Definition: Hardware acceleration

Hardware acceleration is the use of computer hardware, known as a hardware accelerator, to perform specific functions faster than can be done by software running on a general-purpose central processing unit (CPU). Any transformation of data that can be calculated by software running on a CPU can also be calculated by an appropriate hardware accelerator, or by a combination of both.

To perform computing tasks more efficiently, generally one can invest time and money in improving the software, improving the hardware, or both. There are various approaches with advantages and disadvantages in terms of decreased latency, increased throughput, and reduced energy consumption.

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Hardware acceleration in the context of OpenGL

OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992. It is used for a variety of applications, including computer-aided design (CAD), video games, scientific visualization, virtual reality, and flight simulation. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group.

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Hardware acceleration in the context of Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.

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Hardware acceleration in the context of Mac OS X 10.0

Mac OS X 10.0 (code named Cheetah) is the first major release of macOS, Apple's desktop and server operating system. It was released on March 24, 2001, for a price of $129 after a public beta.

Mac OS X was Apple's successor to the classic Mac OS. It was derived from NeXTSTEP and FreeBSD, and featured a new user interface called Aqua, as well as improved stability and security due to its new Unix foundations. It introduced the Quartz graphics rendering engine for hardware-accelerated animations. Many technologies were ported from the classic Mac OS, including Sherlock and the QuickTime framework. The core components of Mac OS X were open sourced as Darwin.

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Hardware acceleration in the context of DirectDraw

DirectDraw (ddraw.dll) is an API that used to be a part of Microsoft's DirectX API. DirectDraw is used to accelerate rendering of 2D graphics in applications. DirectDraw also allows applications to run fullscreen or embedded in a window such as most other MS Windows applications. DirectDraw uses hardware acceleration if it is available on the client's computer. DirectDraw allows direct access to video memory, hardware overlays, hardware blitters, and page flipping. Its video memory manager can manipulate video memory with ease, taking full advantage of the blitting and color decompression capabilities of different types of display adapters.

Because DirectDraw is a 2D API, it contains commands for 2D rendering and although it does not support 3D hardware acceleration, versions through to 7.0 of DirectDraw are tightly coupled to their respective version of Direct3D. In order to utilize 3D acceleration in Direct3D 7.0 and below, DirectDraw must be used in order to create an IDirect3D interface with the help of IDirectDraw7->QueryInterface, from which comes an IDirect3DDevice, and from there the remainder of the Direct3D API can be accessed and utilized. DirectDraw provides Textures (through Surfaces), Clippers, Palettes and Pixel Formats to Direct3D as well as the final presentation pass to display rendered images to the screen.

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