© 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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Presentation transcript:

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

© Copyright Khronos Group, Page 2 OpenGL 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, Page 3 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 ARB Feedback and Ratification Embedded Focus Workstation Focus Strong functionality in a small footprint e.g. <100KB software engines

© Copyright Khronos Group, Page 4 OpenGL ES and Mobile 3D C/C++ Applications Scenegraph APIs M3G (JSR 184) Middleware Libraries Game Engines Java Applications 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 239 Defining official Java Bindings to OpenGL ES Usable directly by applications

© Copyright Khronos Group, Page 5 Mobile Media Ecosystem Tools Conformance Tests Benchmarks High-quality platforms Open API Standards Market demand for mobile media Great 3D Applications Industry Cooperation 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 Futuremark 3DMarkMobile06 & JBenchmark 3D.

© Copyright Khronos Group, Page 6 OpenGL 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 Acceleration OpenGL ES For software and fixed functionality hardware - All 1.X specifications are backwards compatible OpenGL ES 2.X – Programmable Acceleration OpenGL ES Vertex & pixel shaders through GLSL ES shading language - All 2.X specifications will be backwards compatible

© Copyright Khronos Group, Page 7 OpenGL ES 1.x Status ES 1.0 Specification released at SIGGRAPH 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 Now has widespread industry adoption Hardware - Prototypes demonstrated in early to mid 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, Page 8 OpenGL 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, Page 9 OpenGL 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, Page 10 OpenGL ES 2.x Status ES 2.0 draft specification released at SIGGRAPH 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, Page 11 OpenGL 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, Page 12 OpenGL 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 ? 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 ?

© Copyright Khronos Group, Page 13 Features 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