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San Jose, CA |  September 30, 2009 ,[object Object]
Agenda ,[object Object],[object Object],[object Object],[object Object]
San Jose, CA |  September 30, 2009 ,[object Object]
Revolution through Evolution ,[object Object],[object Object],[object Object],[object Object],[object Object]
OpenGL 3.X Tactics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
OpenGL-related Ecosystem Advanced  Visual Computing WebGL Leading-edge, cross platform Graphics Graphics on  mobile and embedded devices General purpose parallel programming JavaScript Bindings to OpenGL ES 2.0 Roadmap Convergence -  portable 3D content on most any platform HTML 5 3D Content in any web browser – with no plug-in CUDA OpenCL
OpenGL 3.2 at Siggraph 2009 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Accelerating Innovation ,[object Object],[object Object],[object Object],[object Object],[object Object],DirectX 10.1 2004 2006 2008 OpenGL 2.0 OpenGL 2.1 OpenGL 3.0 OpenGL 3.1 2009 OpenGL 3.2 DirectX 9.0c DirectX 10.0 DirectX 11 2010 2005 2007
OpenGL 3 Evolution  ,[object Object],Establish New mechanisms to enable OpenGL to respond to diverse market needs Deprecated feature list to prepare for API streamlining OpenCL interop Remove deprecated functionality to streamline the API ARB_compatibility extension for backwards compatibility Profiles define streamlined and backwards-compatible API functionality Extensions expose very latest GPU functionality Increased DX portability Increasing Functionality OpenGL 3.0 OpenGL 3.1 OpenGL 3.2 August 2008 March 2009 August 2009
OpenGL 3 Modern Buffer-centric Processing Model Vertex Array Buffer Object (VAO) Transform Feedback Buffer Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer
Roadmap Discussion Items ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
San Jose, CA |  September 30, 2009 ,[object Object]
Shader Model 5 ,[object Object],[object Object],[object Object],[object Object]
SM5 – Performance Features ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
SM5 – Programmability Enhancements ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
SM5 – Enhanced Memory Access ,[object Object],[object Object],[object Object],[object Object],[object Object]
SM5 - Tessellation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
New SM5 pipeline Vertex Array Buffer Object (VAO) Transform Feedback Buffers Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing and image load/store Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer Tessellation
Questions?
More detail – vertex and tessellation Vertex Shader Current values Associated data Primitive Assembly Prim. Draw Mode state Primitive data (point, line, triangle, patch) Rasterpos (clip, project) Lighting Xform Texgen Vertex position (clip coords) patch Vertex position Primitive data (point, line, triangle, patch) Tessellation control shader Primitive Assembly Per patch data Vertices Tessellation Evaluation Shader Tessellation Primitive Generator patch Tess levels Tess parameters Primitive data bypass (u,v,w) Primitive Assembly connectivity vertices Primitive data (vertex pos, colors, other assoc. data) Primitive data bypass Core Profile Compatibility New SM5
More detail – geometry and follow-on Color Clamping Geometry shader Primitive Assembly Primitive mode Vertex position Other assoc. data Colors Vertex position (clip coords) Other assoc. data Colors Flat shading Clipping, including color and associated data Perspective Divide Viewport transform Clip coords Final color processing Other assoc. data Front / Back Face selection Colors Normalized Coords Window Coords User clip planes Bypass to stream 0 Transform feedback Stream 3 Stream 2 Stream 1 Stream 0 Primitive data (vertex pos, colors, other assoc. data) Buffer object Binding points Stream 0 To Rasterization Core Profile Compatibility New SM5

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GTC 2009 OpenGL Barthold

  • 1.
  • 2.
  • 3.
  • 4.
  • 5.
  • 6. OpenGL-related Ecosystem Advanced Visual Computing WebGL Leading-edge, cross platform Graphics Graphics on mobile and embedded devices General purpose parallel programming JavaScript Bindings to OpenGL ES 2.0 Roadmap Convergence - portable 3D content on most any platform HTML 5 3D Content in any web browser – with no plug-in CUDA OpenCL
  • 7.
  • 8.
  • 9.
  • 10. OpenGL 3 Modern Buffer-centric Processing Model Vertex Array Buffer Object (VAO) Transform Feedback Buffer Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. New SM5 pipeline Vertex Array Buffer Object (VAO) Transform Feedback Buffers Uniform Buffer Object (UBO) Pixel Unpack Buffer Pixel Pack Buffer Texture Buffer Object (TexBO) Vertex Puller Vertex Shading Geometry Shading Fragment Shading Texturing and image load/store Array Element Buffer Pixel Pipeline vertex data texel data pixel data parameter data glBegin, glDrawElements, etc. glDrawPixels, glTexImage2D, etc. glReadPixels, etc. Framebuffer Tessellation
  • 20. More detail – vertex and tessellation Vertex Shader Current values Associated data Primitive Assembly Prim. Draw Mode state Primitive data (point, line, triangle, patch) Rasterpos (clip, project) Lighting Xform Texgen Vertex position (clip coords) patch Vertex position Primitive data (point, line, triangle, patch) Tessellation control shader Primitive Assembly Per patch data Vertices Tessellation Evaluation Shader Tessellation Primitive Generator patch Tess levels Tess parameters Primitive data bypass (u,v,w) Primitive Assembly connectivity vertices Primitive data (vertex pos, colors, other assoc. data) Primitive data bypass Core Profile Compatibility New SM5
  • 21. More detail – geometry and follow-on Color Clamping Geometry shader Primitive Assembly Primitive mode Vertex position Other assoc. data Colors Vertex position (clip coords) Other assoc. data Colors Flat shading Clipping, including color and associated data Perspective Divide Viewport transform Clip coords Final color processing Other assoc. data Front / Back Face selection Colors Normalized Coords Window Coords User clip planes Bypass to stream 0 Transform feedback Stream 3 Stream 2 Stream 1 Stream 0 Primitive data (vertex pos, colors, other assoc. data) Buffer object Binding points Stream 0 To Rasterization Core Profile Compatibility New SM5