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Thread: Official feedback on OpenGL 4.5 thread

  1. #1
    Administrator Regular Contributor Khronos_webmaster's Avatar
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    Official feedback on OpenGL 4.5 thread

    The Khronos Group, an open consortium of leading hardware and software companies, today announced growing industry support for the OpenGL family of 3D standards that are advancing the visual experience for more than two billion mobile devices and PCs sold each year. OpenGL, OpenGL ES and WebGL are the world’s most widely deployed APIs that between them provide portable access to graphics and compute capabilities across multiple platforms, including Android, iOS, Linux, OS X, Windows and the Web.

    OpenGL 4.5 Specification Released
    Khronos publicly released the OpenGL 4.5 specification today, bringing the very latest functionality to the industry’s most advanced 3D graphics API while maintaining full backwards compatibility, enabling applications to incrementally use new features. The full specification and reference materials are available for immediate download from the OpenGL Registry. New functionality in the core OpenGL 4.5 specification includes:

    Direct State Access (DSA) : object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility;

    Flush Control : applications can control flushing of pending commands before context switching – enabling high-performance multithreaded applications;

    Robustness : providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications;

    OpenGL ES 3.1 API and shader compatibility : to enable the easy development and execution of the latest OpenGL ES applications on desktop systems;

    DX11 emulation features : for easier porting of applications between OpenGL and Direct3D.

    OpenGL Registry
    OpenGL 4.5 Reference Card
    Webmaster Khronos.org and OpenGL.org

  2. #2
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    Direct State Access (DSA)
    I can't believe it ... How awesome is that?

  3. #3
    Junior Member Newbie Closed's Avatar
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    VertexArrayElementBuffer(uint vaobj, uint buffer)

    Will be much better to have "intptr offset" as third parameter, like in VertexArrayVertexBuffer. Yes, I understand that it is possible to make offset in element buffer using "const void *indices" and "base vertex" in Draw* commands. But this is VERY complex solution, this is non-native. For example, I have 128Mb uber-buffer where I store all my VBs and IBs. In this case drawcall managment and debugging is really difficult because I have very long offsets. Another example - I store UINT IBs, USHORT IBs and all VBs in one uber buffer, so I can damage my brain when computing offsets for indices in that buffer, where UINT and USHORT IBs can be in random order.

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    Junior Member Newbie Closed's Avatar
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    Typo in GL_ARB_direct_state_access: Example 3 - Creating a vertex array object without polluting the OpenGL states

    in "// Direct State Access"
    Line 3147: glEnableVertexAttribArray should be glEnableVertexArrayAttrib

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    I have a question regarding the new NG api. I know the api itself will break backwards compatability but will this also be the case with GLSL? Will GLSL shaders still run on the new API?

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    I was wondering if the "next generation" api will hold any compatibility with GLSL shading language?

  7. #7
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    Hi,

    there seems to be a few bugs in the 4.5 parts of the gl.xml, glcorearb.h, glext.h and the 'OpenGL 4 Reference Page'. The 'size' argument of multiple functions is different (GLsizei instead of GLsizeiptr) to what the standard demands. e.g. glNamedBufferStorage, glNamedBufferData, glCopyNamedBufferSubData, glTransformFeedbackBufferRange, glClearNamedBufferSubData, glGetNamedBufferSubData, ...

    hth,
    Shinta

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    I'm rather surprised to see the complete lack of reactions under this announcement. Previous OpenGL versions were greeted by a flurry of messages, people going through the spec and pointing out likes and dislikes. This version brings the long-requested feature of DSA - and yet nobody seems to care. How come?

  9. #9
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    Quote Originally Posted by H. Guijt View Post
    I'm rather surprised to see the complete lack of reactions under this announcement. Previous OpenGL versions were greeted by a flurry of messages, people going through the spec and pointing out likes and dislikes. This version brings the long-requested feature of DSA - and yet nobody seems to care. How come?
    Well, DSA was abandoned for years, and now out of nowhere it is suddenly revived. At the exact same time it is announced that OpenGL is going to be re-built from the ground up. This of course isn't the first time we've heard this story before. Frankly I think people don't know what to expect at this point.

  10. #10
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    Quote Originally Posted by H. Guijt View Post
    I'm rather surprised to see the complete lack of reactions under this announcement. Previous OpenGL versions were greeted by a flurry of messages, people going through the spec and pointing out likes and dislikes. This version brings the long-requested feature of DSA - and yet nobody seems to care. How come?
    I suspect that most people just bit the bullet and used GL_EXT_direct_state_access anyway. I know that id Software did (link) and Valve have a mention of it in one of their slides too. The fact that it was so widely supported made this something safe and easy enough to do.

    It's also the case that many recent features had a DSA API from the outset (sampler objects), or a DSA API was unnecessary (vertex attrib binding), they were specified in such a way that bind-to-draw has no (or minimal) interference with bind-to-edit/create (multi bind) or even they were a part of DSA brought into core already (glProgramUniform calls). So full DSA had become largely unnecessary except in certain very specific cases.

    Finally, we all know how long it takes both AMD and Intel to get new drivers supporting new GL_VERSIONs out. GL 4.5 and DSA means nothing until we get comprehensive widespread driver support; until then it's best suited to tech demos and private projects on a single vendor's hardware.

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