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 | August 15, 2014 - 01:09 PM | Jeremy Hellstrom
Tagged: amd, Mantle, opengl, OpenGL Next
Along with his announcements about FreeSync, Richard Huddy also discussed OpenGL Next and its relationship with Mantle and the role it played in DirectX 12's development. AMD has given Chronos Group, the developers of OpenGL, complete access to Mantle to help them integrate it into future versions of the API starting with OpenGL Next. He also discussed the advantages of Mantle over DirectX, citing AMD's ability to update it much more frequently than Intel has done with DX. With over 75 developers working on titles that take advantage of Mantle the interest is definitely there but it is uncertain if devs will actually benefit from an API which updates at a pace faster than a game can be developed. Read on at The Tech Report.
"At Siggraph yesterday, AMD's Richard Huddy gave us an update on Mantle, and he also revealed some interesting details about AMD's role in the development of the next-gen OpenGL API."
Here is some more Tech News from around the web:
- The Man Responsible For Pop-Up Ads On Building a Better Web @ Slashdot
- Skype stops working on older Android phones leaving Linux users in the dark @ The Inquirer
- ntel teams with 50 Cent's audio firm to launch heart-rate monitoring headphones @ The Inquirer
- TSMC 4Q14 production capacity almost fully booked @ DigiTimes
- Lenovo posts an INCREASE in desktop PC and notebook sales @ The Register
- Boffins brew TCP tuned to perform on lossy links like Wi-Fi networks @ The Register