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© Copyright Khronos Group, 2006 - Page 1 The State of the Union The State of the Union Update from the Working Group Update from the Working Group Chair Chair Tom Olson, Texas Instruments Inc.

© Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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Page 1: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

© Copyright Khronos Group, 2006 - Page 1

The State of the Union The State of the Union Update from the Working Group Update from the Working Group

ChairChair

Tom Olson, Texas Instruments Inc.

Page 2: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

© Copyright Khronos Group, 2006 - Page 2

OpenGL ES Working Group UpdateOpenGL ES Working Group Update

• What Is OpenGL ES?

• OpenGL ES 1.x Status and Plans

• OpenGL ES 2.x Status and Plans

• Other Working Group Activities

Page 3: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

© Copyright Khronos Group, 2006 - Page 3

What is OpenGL ES?What is OpenGL ES?• Small-footprint subset of OpenGL- Created with the blessing and cooperation of the OpenGL ARB

• Powerful, low-level API with full functionality for 3D games- Available on all key platforms

• Fully extensible- Enables vendor differentiation and exploration of new functionality

Eliminate Redundancy

Eliminate Workstation Functionality

ARBFeedback and Ratification

EmbeddedFocus

WorkstationFocus

Strong functionality in a small footprint

e.g. <100KB software engines

Page 4: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES and Mobile 3DOpenGL ES and Mobile 3D

C/C++ Applications

Scenegraph APIsM3G (JSR 184)

MiddlewareLibraries

GameEngines

JavaApplications

Hardware OpenGL ES

Engines

Software OpenGL ES

Engines

Brings advanced 2D/3D graphics to a wide range of OS

platforms

“Close to the hardware” API

provides portability AND flexibility

Usable by higher-level graphics

libraries

JSR 239Defining official Java Bindings to

OpenGL ES

Usable directly by applications

Page 5: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

© Copyright Khronos Group, 2006 - Page 5

Mobile Media EcosystemMobile Media Ecosystem

Tools

Conformance Tests

Benchmarks

High-quality platforms

Open API Standards

Market demand for mobile media

Great 3DApplications

IndustryCooperation

All Khronos APIs are accompanied by rigorous Conformance Tests to

ensure reliable operation

Synergistic Development of authoring and acceleration standards under one body.

Third party tools and debuggers. gDEBugger ES announced at GDC 2006

Khronos drives OpenGL ES roadmap to meet market needs

Futuremark3DMarkMobile06

& JBenchmark 3D.

Page 6: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES – Two TracksOpenGL ES – Two Tracks• Two tracks - manage mobile graphics through programmable transition- With maximized portability and minimized platform costs

• OpenGL ES 2.0 ruthlessly eliminates redundancy – just like 1.X- Deprecates all fixed functionality that can be replaced by shaders- Significant reduction in engine cost and driver complexity

• Platforms can ship either or both 1.X and 2.X libraries- Cheaper, more flexible than one large driver with both fixed and programmable functions- With full backwards compatibility maintained in each track

• OpenGL ES 2.X does NOT replace OpenGL ES 1.X- Will always need lowest cost, non-programmable hardware for lower-cost devices

OpenGL ES 1.X – Fixed Function AccelerationOpenGL ES 1.1- For software and fixed functionality hardware- All 1.X specifications are backwards compatible

OpenGL ES 2.X – Programmable AccelerationOpenGL ES 2.0- Vertex & pixel shaders through GLSL ES shading language- All 2.X specifications will be backwards compatible

Page 7: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES 1.x StatusOpenGL ES 1.x Status• ES 1.0 Specification released at SIGGRAPH 2003- Core ES 1.0 aimed primarily at SW implementations- Supported in BREW SDK- Extended version adopted (as PSGL) for Playstation 3

• ES 1.1 Specification released at SIGGRAPH 2004- Now has widespread industry adoption

• Hardware- Prototypes demonstrated in early to mid 2005- Now ramping in volume in fielded devices

• Content- Market emerging in tandem with fielded devices- Steep learning curve for mobile content providers- Standardizing the graphics API reveals other sources of fragmentation!

• Bottom Line- OpenGL ES 1.1 is a solid success as a standard- Content market is just emerging

Page 8: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES 1.x Current Work & RoadmapOpenGL ES 1.x Current Work & Roadmap

• Future versions (1.2) on hold until demonstrated market need exists- ES 1.x content marketplace best served by stability- ES 1.1 Extension Pack (2005) provides future direction for those that need it- Will release ES 1.2 when and if it is needed

• Working actively to support ES 1.1 and create a healthy content market- Spec clarifications and bug fixes- Improvements to conformance test- Drive more consistent behavior and more reliable implementations

- Documentation - Implementer’s Guide (Mark Callow, HI Corp)- Man Pages (Ross Thompson, NVidia)

- Education: Khronos Developer University- Building Community- Programming contest- Support for Open Source (Hans-Martin Will, Vincent)- Encouraging tools and infrastructure

Page 9: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES 2.0: Shaders Go MobileOpenGL ES 2.0: Shaders Go Mobile• Graphics industry is in the middle of a programmable revolution- Shader programs running on the GPU enable amazing new visual effects

• Graphics APIs will need to support shading languages- Enabling new visual effects to be created by developers

Doom 3’s Zombies

Far Cry’s Water

Unreal’s Rocks

Halo’s Ice

Page 10: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

© Copyright Khronos Group, 2006 - Page 10

OpenGL ES 2.x StatusOpenGL ES 2.x Status• ES 2.0 draft specification released at SIGGRAPH 2005- Final specification planned for 4Q06

• What’s taking so long?

• New Policies driven by ES 1.1 experience and feedback- “No Spec Before Its Time”- Avoid releasing new specs before previous spec is shipping - Creates uncertainty- Hurts adoption and content creation

- Make sure the standard is rock solid when released- Require conformance test ready to ship- Require two working implementations

- … even for OES extensions- Require conformance test before promotion to OES status- Require one working implementation

Page 11: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES 2.0 DevelopmentsOpenGL ES 2.0 Developments

• Since the Draft Specification release at SIGGRAPH 05:

• Steps to bring GLSL ES closer to ARB GLSL

• Steps toward OpenKODE

• EGL Developments- Transfer to OpenKODE- Extend to integrate OpenVG, OpenGL ES, OpenMAX- EGL_Image for sharing image resources between APIs

• Increases to implementation minimum capability- Minimum of eight texture units- Minimum of 128 vec4 Uniforms for vertex shader- Minimum of 16 vec4 Uniforms for fragment shader

Page 12: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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OpenGL ES RoadmapOpenGL ES Roadmap• Stability and reducing fragmentation is currently the key concern- More important than new functionality in the current phase of market development- Industry is still absorbing and implementing current OpenGL ES specifications

2006 2007?Shipping Products

OpenGL ES 1.1 with hardware acceleration – “Sweet Spot”

OpenGL ES 2.0 accelerated products begin to ship

OpenGL ES 2.0 Provisional

specification finalized

OpenGL ES 2.1 absorbs proven

extensions IF NEEDED

OpenGL ES 2.2 or 3.0?New functionality to meet

PROVEN market needs

OpenGL ES 2.0 / 2.1 products ship in volume

OpenGL ES 1.1 will continue to be used in low-cost devices.1.X specification will absorb proven extensions if needed

2008-9?

Page 13: © Copyright Khronos Group, 2006 - Page 1 The State of the Union Update from the Working Group Chair Tom Olson, Texas Instruments Inc

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Features Under Discussion For ES 2.xFeatures Under Discussion For ES 2.x

• Enabling Higher Performance- More efficient state changes- Environment Uniforms- Uniform Shaders

• CPU Access to Vertex Shader Outputs- E.g., skinned vertex positions- GPGPU

• Extensions to Programmability- Sample Shaders- Object Shaders

• Other Useful Stuff- Effects packaging (FX)- Fully defined, repeatable noise functions- Royalty-free compression for alpha textures, normal textures