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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
ChairChair
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
© 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
© Copyright Khronos Group, 2006 - Page 4
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
© 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.
© Copyright Khronos Group, 2006 - Page 6
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
© Copyright Khronos Group, 2006 - Page 7
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
© Copyright Khronos Group, 2006 - Page 8
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
© Copyright Khronos Group, 2006 - Page 9
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
© 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
© Copyright Khronos Group, 2006 - Page 11
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
© Copyright Khronos Group, 2006 - Page 12
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?
© Copyright Khronos Group, 2006 - Page 13
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