Tom Olson, Texas Instruments Inc. - Khronos Group€¦ · Shipping 2007 2008 Products OpenGL ES 1.1...

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Transcript of Tom Olson, Texas Instruments Inc. - Khronos Group€¦ · Shipping 2007 2008 Products OpenGL ES 1.1...

Page 1: Tom Olson, Texas Instruments Inc. - Khronos Group€¦ · Shipping 2007 2008 Products OpenGL ES 1.1 with hardware acceleration remains the “Sweet Spot” at least through 2008 OpenGL

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Tom Olson, Texas Instruments Inc.

Page 2: Tom Olson, Texas Instruments Inc. - Khronos Group€¦ · Shipping 2007 2008 Products OpenGL ES 1.1 with hardware acceleration remains the “Sweet Spot” at least through 2008 OpenGL

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Introduction to OpenGL ES•What it is• Market Status

What’s New• Release of OpenGL ES 2.0• Launch of glFX work group

What’s Coming Up• OpenGL ES Roadmap

Overview of OpenGL ES 2.0

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The leading 3D API for mobile devices• Based on desktop OpenGL• Created with support of the OpenGL ARB• Designed for cell phones, PDAs, other embedded systems• Also adopted for PLAYSTATION 3

Compared to desktop OpenGL:• Removes legacy, redundant, rarely used, or expensive functionality• Adds mobile-friendly features

Most of the power of OpenGL in a much smaller package

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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.

Khronos drives OpenGL ES roadmap to meet market needs

Futuremark3DMarkMobile06

& JBenchmark 3D.

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Mobile Games• US$2.4B in 2006, growing to•…US $7.2B in 2010 (Informa)

Composition-based User Interfaces• Mac OSX, Windows Vista• Coming soon in Symbian

Other Uses• Implementing Flash / VG• Application UIs

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Adoption• Standard in several mobile OSes• OpenGL ES 1.1 prototypes demonstrated in early to mid 2005• Handsets are now shipping in volume• E.g., TI has shipped over 15M OMAP 2 devices with ES 1.1

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

Bottom Line• OpenGL ES 1.x is a solid success as a standard• Content market still faces challenges

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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

2007 2008Shipping Products

OpenGL ES 1.1 with hardware acceleration remainsthe “Sweet Spot” at least through 2008

OpenGL ES 2.0 accelerated products begin to ship

OpenGL ES 2.0 specification release

OpenGL ES 2.1 IF NEEDED to address

market needs or 2.0 shortcomings

OpenGL ES Next GenNew functionality to meet

PROVEN market needs

OpenGL ES 2.x products ship in volume

OpenGL ES 1.1 will continue to be used in lower-cost devices

2009-10?

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The Shader Revolution comes to Mobile Graphics• Programmable GPUs have revolutionized desktop graphics• Shader programs enable amazing graphical effects•…and now, they’re available on mobile devices

reflections, lighting effects parallax mapping

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Advantages• Supports modern programming styles• Super-compact, efficient API• Makes programmers more productive

Key Features•Vertex and pixel shaders replace fixed functionality•High level language programming (GLSL ES)•On-line or off-line compilation•Rich feature set

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Shader-based graphics are a new paradigm• DCC tools manipulate ‘effects’ made up of shaders, passes, state• Need ways to use effects in applications at runtime• The Khronos OpenGL, OpenGL ES, and Collada groups will

work together to create a common effects API: glFX

DCC ToolsDCC tools create

and export effects via Collada FX

Applications

Applications use the glFX API to create and

apply effects at runtime glFX can be layered on top of the graphics

driver, or embedded for efficiency

Collada FX Data Model

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Application

OpenGL 2.0 / OpenGL ES 2.0

glFX Runtime API

- Existing Khronos standards- New glFX standard - Application specific code/data

Application traverses scene data, uses the glFX Runtime API to extract effects information to setup the rendering pipeline

COLLADA FX EffectsTextures, shaders programs, geometry, control and pass information

COLLADAFile format for 3D asset interchange – widely adopted by DCC tools vendors and Google, Adobe, Epic etc.

OptionalProcessing for DeliveryOptionally create data

representations for delivery to target devices

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Tom Olson, Texas Instruments Inc.

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Add:• Vertex and Fragment Shaders• Shader Language (GLSL ES)• Option for off-line compilation (binary shaders)

Remove• Anything you can do in a shader• Fixed function transform and lighting• Fixed function texturing, fog, etc.

• That’s right - 2.0 is NOT backward compatible with 1.x!• But, ES 2.0 HW can support an ES 1.x driver

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FragmentProcessor

Vertex Processor

xform

xform

xform

Light

Vtx Coords

Normals

Colors

TexCoords

Primitive assembly

CullClip

Viewport

Raste

rize

Z-testStencilScissor Blend

VERTICES TRIANGLES FRAGMENTSAPPLICATION

State VectorState cmds

Input

Indices

Attribute 0

Attribute n-1

tex0

tex1

fog

What Changes From ES 1.1 to ES 2.0?• General-purpose attributes replace fixed input arrays• Vertex shader programs replace transform and lighting• General-purpose uniforms replace fixed lighting & texture state• General-purpose varyings replace fixed fragment attributes• Fragment shader programs replace texture / fog / alpha test

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Texture Features• Cube Maps• Minimum of eight texture units

Frame Buffer Objects• Simplified version of EXT_frame_buffer_object• Mandated minimum configuration support

Per-Fragment Ops• Stencil buffer support is required• BlendEquation and BlendEquationSeparate supported (mostly)

Point Sprites• Regular GL points removed

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Optional ETC Texture Compression• IP contributed by Sony Ericsson

NPOT Textures

3D Textures

Visibility Queries

Half Float Data

Float / Half Float Textures

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GLSL ES is very similar to GLSL, but…

No fixed function attributes• glVertex, glMultiTexCoord<n>, glColor…

No fixed function Uniforms• glModelViewMatrix, glLight[i], …

Predefined varyings are still there• Vertex shader must write glPosition• Fragment shader can read glFragCoord• Fragment shader must write glFragColor

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Range of precisions• Low - range [-2,2] with 8 bits precision• Medium - range [-214,214] with 10 bits precision• High - range [-262,262] with 16 bits precision• Can declare per variable, or declare a default precision

Examples• lowp vec4 color;• highp vec3 LightPosition;

Defaults• Vertex Shader variables default to high precision• Fragment Shader has no default - MUST declare

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Invariance• Optimization may affect value of expressions• Handled in Desktop GLSL by ftransform()• Handled in GLSL ES by invariant keyword

Example• gl_Position = ftransform(); // GLSL• invariant gl_Position; // GLSL ES gl_Position = pos * ModelViewProjection;

No Virtualization• Valid programs may fail to compile due to resource limits• Conformance test will enforce reasonable capability• Any OpenGL ES 1.1 state should compile

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OpenGL ES 2.0 is coming!• A number of Khronos members have announced products

For more information• Talk to us at the booth!• See the demos!• Download the spec at http://www.khronos.org/opengles/2_X/