Subject: Graphics Cards, Processors, Mobile, Shows and Expos | August 10, 2015 - 09:01 AM | Scott Michaud
Tagged: vulkan, spir, siggraph 2015, Siggraph, opengl sc, OpenGL ES, opengl, opencl, Khronos
When the Khronos Group announced Vulkan at GDC, they mentioned that the API is coming this year, and that this date is intended to under promise and over deliver. Recently, fans were hoping that it would be published at SIGGRAPH, which officially begun yesterday. Unfortunately, Vulkan has not released. It does hold a significant chunk of the news, however. Also, it's not like DirectX 12 is holding a commanding lead at the moment. The headers were public only for a few months, and the code samples are less than two weeks old.
The organization made announcements for six products today: OpenGL, OpenGL ES, OpenGL SC, OpenCL, SPIR, and, as mentioned, Vulkan. They wanted to make their commitment clear, to all of their standards. Vulkan is urgent, but some developers will still want the framework of OpenGL. Bind what you need to the context, then issue a draw and, if you do it wrong, the driver will often clean up the mess for you anyway. The briefing was structure to be evident that it is still in their mind, which is likely why they made sure three OpenGL logos greeted me in their slide deck as early as possible. They are also taking and closely examining feedback about who wants to use Vulkan or OpenGL, and why.
As for Vulkan, confirmed platforms have been announced. Vendors have committed to drivers on Windows 7, 8, 10, Linux, including Steam OS, and Tizen (OSX and iOS are absent, though). Beyond all of that, Google will accept Vulkan on Android. This is a big deal, as Google, despite its open nature, has been avoiding several Khronos Group standards. For instance, Nexus phones and tablets do not have OpenCL drivers, although Google isn't stopping third parties from rolling it into their devices, like Samsung and NVIDIA. Direct support of Vulkan should help cross-platform development as well as, and more importantly, target the multi-core, relatively slow threaded processors of those devices. This could even be of significant use for web browsers, especially in sites with a lot of simple 2D effects. Google is also contributing support from their drawElements Quality Program (dEQP), which is a conformance test suite that they bought back in 2014. They are going to expand it to Vulkan, so that developers will have more consistency between devices -- a big win for Android.
While we're not done with Vulkan, one of the biggest announcements is OpenGL ES 3.2 and it fits here nicely. At around the time that OpenGL ES 3.1 brought Compute Shaders to the embedded platform, Google launched the Android Extension Pack (AEP). This absorbed OpenGL ES 3.1 and added Tessellation, Geometry Shaders, and ASTC texture compression to it. It was also more tension between Google and cross-platform developers, feeling like Google was trying to pull its developers away from Khronos Group. Today, OpenGL ES 3.2 was announced and includes each of the AEP features, plus a few more (like “enhanced” blending). Better yet, Google will support it directly.
Next up are the desktop standards, before we finish with a resurrected embedded standard.
OpenGL has a few new extensions added. One interesting one is the ability to assign locations to multi-samples within a pixel. There is a whole list of sub-pixel layouts, such as rotated grid and Poisson disc. Apparently this extension allows developers to choose it, as certain algorithms work better or worse for certain geometries and structures. There were probably vendor-specific extensions for a while, but now it's a ratified one. Another extension allows “streamlined sparse textures”, which helps manage data where the number of unpopulated entries outweighs the number of populated ones.
OpenCL 2.0 was given a refresh, too. It contains a few bug fixes and clarifications that will help it be adopted. C++ headers were also released, although I cannot comment much on it. I do not know the state that OpenCL 2.0 was in before now.
And this is when we make our way back to Vulkan.
SPIR-V, the code that runs on the GPU (or other offloading device, including the other cores of a CPU) in OpenCL and Vulkan is seeing a lot of community support. Projects are under way to allow developers to write GPU code in several interesting languages: Python, .NET (C#), Rust, Haskell, and many more. The slide lists nine that Khronos Group knows about, but those four are pretty interesting. Again, this is saying that you can write code in the aforementioned languages and have it run directly on a GPU. Curiously missing is HLSL, and the President of Khronos Group agreed that it would be a useful language. The ability to cross-compile HLSL into SPIR-V means that shader code written for DirectX 9, 10, 11, and 12 could be compiled for Vulkan. He expects that it won't take long for a project to start, and might already be happening somewhere outside his Google abilities. Regardless, those who are afraid to program in the C-like GLSL and HLSL shading languages might find C# and Python to be a bit more their speed, and they seem to be happening through SPIR-V.
As mentioned, we'll end on something completely different.
For several years, the OpenGL SC has been on hiatus. This group defines standards for graphics (and soon GPU compute) in “safety critical” applications. For the longest time, this meant aircraft. The dozens of planes (which I assume meant dozens of models of planes) that adopted this technology were fine with a fixed-function pipeline. It has been about ten years since OpenGL SC 1.0 launched, which was based on OpenGL ES 1.0. SC 2.0 is planned to launch in 2016, which will be based on the much more modern OpenGL ES 2 and ES 3 APIs that allow pixel and vertex shaders. The Khronos Group is asking for participation to direct SC 2.0, as well as a future graphics and compute API that is potentially based on Vulkan.
The devices that this platform intends to target are: aircraft (again), automobiles, drones, and robots. There are a lot of ways that GPUs can help these devices, but they need a good API to certify against. It needs to withstand more than an Ouya, because crashes could be much more literal.
Subject: General Tech, Graphics Cards | April 20, 2015 - 07:30 AM | Scott Michaud
Tagged: Red Hat, Khronos
With a brief blog post, Red Hat has announced that they are now members of the Khronos Group. Red Hat, one of the largest vendors of Linux software and services, would like to influence the direction of OpenGL and the upcoming Vulkan API. Also, apart from Valve, they are one of the only Linux vendors that contributes to the Khronos Group as an organization. I hope that their input counter-balances Apple, Google, and Microsoft, who are each members, in areas that are beneficial to the open-source operating system.
As for now, Red Hat intends to use their membership to propose OpenGL extensions as well as influence Vulkan as previously mentioned. It also seems reasonable that they would push for extensions to Vulkan, which the Khronos Group mentioned would support extensions at GDC, especially if something that they need fails to reach “core” status. While this feels late, I am glad that they at least joined now.
Subject: Graphics Cards, Mobile, Shows and Expos | March 7, 2015 - 07:00 AM | Scott Michaud
Tagged: vulkan, PowerVR, Khronos, Imagination Technologies, gdc 15, GDC
Possibly the most important feature of upcoming graphics APIs, albeit the least interesting for enthusiasts, is how much easier driver development will become. So many decisions and tasks that once laid on the shoulders of AMD, Intel, NVIDIA, and the rest will now be given to game developers or made obsolete. Of course, you might think that game developers would oppose this burden, but (from what I understand) it is a weight they already bear, just when dealing with the symptoms instead of the root problem.
This also helps other hardware vendors become competitive. Imagination Technologies is definitely not new to the field. Their graphics powers the PlayStation Vita, many earlier Intel graphics processors, and the last couple of iPhones. Despite how abrupt the API came about, they have a proof of concept driver that was present at GDC. The unfinished driver was running an OpenGL ES 3.0 demo that was converted to the Vulkan API.
A screenshot of the CPU usage was also provided, which is admittedly heavily cropped and hard to read. The one on the left claims 1.2% CPU load, with a fairly flat curve, while the one on the right claims 5% and seems to waggle more. Granted, the wobble could be partially explained by differences in the time they chose to profile.
According to Tom's Hardware, source code will be released “in the near future”.
Subject: General Tech | March 5, 2015 - 03:22 PM | Ken Addison
Tagged: vulkan, vive, video, valve, titan x, strix, Silverstone, shield, Samsung, rv05, re vive, raven, podcast, nvidia, Nepton 240M, liquidvr, Khronos, Intel, htc, gtx 960, glnext, coolermaster, amd, 750ti
Join us this week as we discuss the NVIDIA SHIELD and Titan X, AMD Mantle, OpenGL Vulkan, and much more from GDC!
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Hosts: Jeremy Hellstrom, Josh Walrath, Allyn Malventano, Scott Michaud and Ken Addison
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Week in Review:
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Jeremy: Um, I don’t know, SteamOS sales I guess?
Subject: General Tech, Graphics Cards, Shows and Expos | March 3, 2015 - 03:37 PM | Scott Michaud
Tagged: vulkan, Mantle, Khronos, glnext, gdc 15, GDC, amd
Neil Trevett, the current president of Khronos Group and a vice president at NVIDIA, made an on-the-record statement to acknowledge the start of the Vulkan API. The quote came to me via Ryan, but I think it is a copy-paste of an email, so it should be verbatim.
Many companies have made great contributions to Vulkan, including AMD who contributed Mantle. Being able to start with the Mantle design definitely helped us get rolling quickly – but there has been a lot of design iteration, not the least making sure that Vulkan can run across many different GPU architectures. Vulkan is definitely a working group design now.
So in short, the Vulkan API was definitely started with Mantle and grew from there as more stakeholders added their opinion. Vulkan is obviously different than Mantle in significant ways now, such as its use of SPIR-V for its shading language (rather than HLSL). To see a bit more information, check out our article on the announcement.
Update: AMD has released a statement independently, but related to Mantle's role in Vulkan
Who Should Care? Thankfully, Many People
The Khronos Group has made three announcements today: Vulkan (their competitor to DirectX 12), OpenCL 2.1, and SPIR-V. Because there is actually significant overlap, we will discuss them in a single post rather than splitting them up. Each has a role in the overall goal to access and utilize graphics and compute devices.
Before we get into what everything is and does, let's give you a little tease to keep you reading. First, Khronos designs their technologies to be self-reliant. As such, while there will be some minimum hardware requirements, the OS pretty much just needs to have a driver model. Vulkan will not be limited to Windows 10 and similar operating systems. If a graphics vendor wants to go through the trouble, which is a gigantic if, Vulkan can be shimmed into Windows 8.x, Windows 7, possibly Windows Vista despite its quirks, and maybe even Windows XP. The words “and beyond” came up after Windows XP, but don't hold your breath for Windows ME or anything. Again, the further back in Windows versions you get, the larger the “if” becomes but at least the API will not have any “artificial limitations”.
Outside of Windows, the Khronos Group is the dominant API curator. Expect Vulkan on Linux, Mac, mobile operating systems, embedded operating systems, and probably a few toasters somewhere.
On that topic: there will not be a “Vulkan ES”. Vulkan is Vulkan, and it will run on desktop, mobile, VR, consoles that are open enough, and even cars and robotics. From a hardware side, the API requires a minimum of OpenGL ES 3.1 support. This is fairly high-end for mobile GPUs, but it is the first mobile spec to require compute shaders, which are an essential component of Vulkan. The presenter did not state a minimum hardware requirement for desktop GPUs, but he treated it like a non-issue. Graphics vendors will need to be the ones making the announcements in the end, though.
Subject: General Tech, Graphics Cards | January 16, 2015 - 10:37 PM | Scott Michaud
Tagged: Khronos, opengl, OpenGL ES, webgl, OpenGL Next
The Khornos Group probably wants some advice from graphics developers because they ultimately want to market to them, as the future platform's success depends on their applications. If you develop games or other software (web browsers?) then you can give your feedback. If not, then it's probably best to leave responses to its target demographic.
As for the questions themselves, first and foremost they ask if you are (or were) an active software developer. From there, they ask you to score your opinion on OpenGL, OpenGL ES, and WebGL. They then ask whether you value “Open” or “GL” in the title. They then ask you whether you feel like OpenGL, OpenGL ES, and WebGL are related APIs. They ask how you learn about the Khronos APIs. Finally, they directly ask you for name suggestions and any final commentary.
Now it is time to (metaphorically) read tea leaves. The survey seems written primarily to establish whether developers consider OpenGL, OpenGL ES, and WebGL as related libraries, and to gauge their overall interest in each. If you look at the way OpenGL ES has been developing, it has slowly brought mobile graphics into a subset of desktop GPU features. It is basically an on-ramp to full OpenGL.
We expect that, like Mantle and DirectX 12, the next OpenGL initiative will be designed around efficiently loading massively parallel processors, with a little bit of fixed-function hardware for common tasks, like rasterizing triangles into fragments. The name survey might be implying that the Next Generation OpenGL Initiative is intended to be a unified platform, for high-end, mobile, and even web. Again, modern graphics APIs are based on loading massively parallel processors as directly as possible.
If you are a graphics developer, the Khronos Group is asking for your feedback via their survey.
Subject: General Tech, Graphics Cards, Shows and Expos | August 15, 2014 - 08:33 PM | Scott Michaud
Tagged: siggraph 2014, Siggraph, OpenGL Next, opengl 4.5, opengl, nvidia, Mantle, Khronos, Intel, DirectX 12, amd
Let's be clear: there are two stories here. The first is the release of OpenGL 4.5 and the second is the announcement of the "Next Generation OpenGL Initiative". They both occur on the same press release, but they are two, different statements.
OpenGL 4.5 Released
OpenGL 4.5 expands the core specification with a few extensions. Compatible hardware, with OpenGL 4.5 drivers, will be guaranteed to support these. This includes features like direct_state_access, which allows accessing objects in a context without binding to it, and support of OpenGL ES3.1 features that are traditionally missing from OpenGL 4, which allows easier porting of OpenGL ES3.1 applications to OpenGL.
It also adds a few new extensions as an option:
ARB_pipeline_statistics_query lets a developer ask the GPU what it has been doing. This could be useful for "profiling" an application (list completed work to identify optimization points).
ARB_sparse_buffer allows developers to perform calculations on pieces of generic buffers, without loading it all into memory. This is similar to ARB_sparse_textures... except that those are for textures. Buffers are useful for things like vertex data (and so forth).
ARB_transform_feedback_overflow_query is apparently designed to let developers choose whether or not to draw objects based on whether the buffer is overflowed. I might be wrong, but it seems like this would be useful for deciding whether or not to draw objects generated by geometry shaders.
KHR_blend_equation_advanced allows new blending equations between objects. If you use Photoshop, this would be "multiply", "screen", "darken", "lighten", "difference", and so forth. On NVIDIA's side, this will be directly supported on Maxwell and Tegra K1 (and later). Fermi and Kepler will support the functionality, but the driver will perform the calculations with shaders. AMD has yet to comment, as far as I can tell.
Image from NVIDIA GTC Presentation
If you are a developer, NVIDIA has launched 340.65 (340.23.01 for Linux) beta drivers for developers. If you are not looking to create OpenGL 4.5 applications, do not get this driver. You really should not have any use for it, at all.
Next Generation OpenGL Initiative Announced
The Khronos Group has also announced "a call for participation" to outline a new specification for graphics and compute. They want it to allow developers explicit control over CPU and GPU tasks, be multithreaded, have minimal overhead, have a common shader language, and "rigorous conformance testing". This sounds a lot like the design goals of Mantle (and what we know of DirectX 12).
And really, from what I hear and understand, that is what OpenGL needs at this point. Graphics cards look nothing like they did a decade ago (or over two decades ago). They each have very similar interfaces and data structures, even if their fundamental architectures vary greatly. If we can draw a line in the sand, legacy APIs can be supported but not optimized heavily by the drivers. After a short time, available performance for legacy applications would be so high that it wouldn't matter, as long as they continue to run.
Add to it, next-generation drivers should be significantly easier to develop, considering the reduced error checking (and other responsibilities). As I said on Intel's DirectX 12 story, it is still unclear whether it will lead to enough performance increase to make most optimizations, such as those which increase workload or developer effort in exchange for queuing fewer GPU commands, unnecessary. We will need to wait for game developers to use it for a bit before we know.
Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | July 7, 2014 - 04:06 AM | Scott Michaud
Tagged: tegra k1, OpenGL ES, opengl, Khronos, google io, google, android extension pack, Android
Sure, this is a little late. Honestly, when I first heard the announcement, I did not see much news in it. The slide from the keynote (below) showed four points: Tesselation, Geometry Shaders, Computer [sic] Shaders, and ASTC Texture Compression. Honestly, I thought tesselation and geometry shaders were part of the OpenGL ES 3.1 spec, like compute shaders. This led to my immediate reaction: "Oh cool. They implemented OpenGL ES 3.1. Nice. Not worth a news post."
Image Credit: Blogogist
Apparently, they were not part of the ES 3.1 spec (although compute shaders are). My mistake. It turns out that Google is cooking their their own vendor-specific extensions. This is quite interesting, as it adds functionality to the API without the developer needing to target a specific GPU vendor (INTEL, NV, ATI, AMD), waiting for approval from the Architecture Review Board (ARB), or using multi-vendor extensions (EXT). In other words, it sounds like developers can target Google's vendor without knowing the actual hardware.
Hiding the GPU vendor from the developer is not the only reason for Google to host their own vendor extension. The added features are mostly from full OpenGL. This makes sense, because it was announced with NVIDIA and their Tegra K1, Kepler-based SoC. Full OpenGL compatibility was NVIDIA's selling point for the K1, due to its heritage as a desktop GPU. But, instead of requiring apps to be programmed with full OpenGL in mind, Google's extension pushes it to OpenGL ES 3.1. If the developer wants to dip their toe into OpenGL, then they could add a few Android Extension Pack features to their existing ES engine.
Epic Games' Unreal Engine 4 "Rivalry" Demo from Google I/O 2014.
The last feature, ASTC Texture Compression, was an interesting one. Apparently the Khronos Group, owners of OpenGL, were looking for a new generation of texture compression technologies. NVIDIA suggested their ZIL technology. ARM and AMD also proposed "Adaptive Scalable Texture Compression". ARM and AMD won, although the Khronos Group stated that the collaboration between ARM and NVIDIA made both proposals better than either in isolation.
Android Extension Pack is set to launch with "Android L". The next release of Android is not currently associated with a snack food. If I was their marketer, I would block out the next three versions as 5.x, and name them (L)emon, then (M)eringue, and finally (P)ie.
Would I do anything with the two skipped letters before pie? (N)(O).
Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | March 17, 2014 - 09:01 AM | Scott Michaud
Tagged: OpenGL ES, opengl, Khronos, gdc 14, GDC
Today, day one of Game Developers Conference 2014, the Khronos Group has officially released the 3.1 specification for OpenGL ES. The main new feature, brought over from OpenGL 4, is the addition of compute shaders. This opens GPGPU functionality to mobile and embedded devices for applications developed in OpenGL ES, especially if the developer does not want to add OpenCL.
The update is backward-compatible with OpenGL ES 2.0 and 3.0 applications, allowing developers to add features, as available, for their existing apps. On the device side, most functionality is expected to be a driver update (in the majority of cases).
OpenGL ES, standing for OpenGL for Embedded Systems but is rarely branded as such, delivers what they consider the most important features from the graphics library to the majority of devices. The Khronos Group has been working toward merging ES with the "full" graphics library over time. The last release, OpenGL ES 3.0, was focused on becoming a direct subset of OpenGL 4.3. This release expands upon the feature-space it occupies.
OpenGL ES also forms the basis for WebGL. The current draft of WebGL 2.0 uses OpenGL ES 3.0 although that was not discussed today. I have heard murmurs (not from Khronos) about some parties pushing for compute shaders in that specification, which this announcement puts us closer to.
The new specification also adds other features, such as the ability to issue a draw without CPU intervention. You could imagine a particle simulation, for instance, that wants to draw the result after its compute shader terminates. Shading is also less rigid, where vertex and fragment shaders do not need to be explicitly linked into a program before they are used. I inquired about the possibility that compute devices could be targetted (for devices with two GPUs) and possibly load balanced, in a similar method to WebCL but no confirmation or denial was provided (although he did mention that it would be interesting for apps that fall somewhere in the middle of OpenGL ES and OpenCL).
The OpenGL ES 3.1 spec is available at the Khronos website.