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#255002 - 03/24/09 12:47 PM Official feedback on OpenGL 3.1 thread ****
Khronos_webmaster Offline

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The Khronos(tm) Group announced today it has publicly released the OpenGL(r) 3.1 specification that modernizes and streamlines the cross-platform, royalty-free API for 3D graphics. OpenGL 3.1 includes GLSL(tm) 1.40, a new version of the OpenGL shading language, and provides enhanced access to the latest generation of programmable graphics hardware through improved programmability, more efficient vertex processing, expanded texturing functionality and increased buffer management flexibility.

OpenGL 3.1 leverages the evolutionary model introduced in OpenGL 3.0 to dramatically streamline the API for simpler and more efficient software development, and accelerates the ongoing convergence with the widely available OpenGL ES mobile and embedded 3D API to unify application development. The OpenGL 3.1 specification enables developers to leverage state-of-the-art graphics hardware available on a significant number of installed GPUs across all desktop operating systems. According to Dr. Jon Peddie of Jon Peddie Research, a leading graphics market analyst in California, the installed base of graphics hardware that will support OpenGL 3.1 exceeds 100 million units. OpenGL 3.0 drivers are already shipping on AMD, NVIDIA and S3 GPUs.

Concurrently with the release of the OpenGL 3.1 specification, the OpenGL ARB has released an optional compatibility extension that enables application developers to access the OpenGL 1.X/OpenGL 2.X functionality removed in OpenGL 3.1, ensuring full backwards compatibility for applications that require it.

OpenGL 3.1 introduces a broad range of significant new features including:


  • Texture Buffer Objects - a new texture type that holds a one-dimensional array of texels of a specified format, enabling extremely large arrays to be accessed by a shader, vital for a wide variety of GPU compute applications;
  • Signed Normalized Textures - new integer texture formats that represent a value in the range [-1.0,1.0];
  • Uniform Buffer Objects - enables rapid swapping of blocks of uniforms for flexible pipeline control, rapid updating of uniform values and sharing of uniform values across program objects;
  • More samplers - now at least 16 texture image units must be accessible to vertex shaders in addition to the 16 already guaranteed to be accessible to fragment shaders;
  • Primitive Restart - to easily restart an executing primitive - to efficiently draw a mesh with many triangle strips for example;
  • Instancing - the ability to draw objects multiple times by re-using vertex data to reduce duplicated data and number of API calls;
  • CopyBuffer API - accelerated copies from one buffer object to another, useful for many applications including those that share buffers with OpenCL(tm) 1.0 for advanced visual computing applications.



Edited by Khronos_webmaster (06/21/09 07:56 PM)
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#255006 - 03/24/09 01:04 PM Re: Official feedback on OpenGL 3.1 thread [Re: Khronos_webmaster]
Groovounet Offline
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Oo!

Unexpected release ... so far so good, I was waiting for uniform buffers, I'm glade it's here! Well still waiting for the actual specifications now ...

It's not much but if the idea is to release every 6 months ... ***Youhou***
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#255008 - 03/24/09 01:11 PM Re: Official feedback on OpenGL 3.1 thread [Re: Groovounet]
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The specifications are now available in the OGL registry: http://opengl.org/registry/
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#255012 - 03/24/09 01:23 PM Re: Official feedback on OpenGL 3.1 thread [Re: Khronos_webmaster]
Chris Lux Offline
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i just looked over the specs. very nice and unexpected clean ;). if OpenGL 3.2 gets the direct state access stuff it will be great.

great work!

p.s. one question to the UBO extension: is it possible to have multible uniform buffers at once?

 Code:
uniform lights
{
    ...
}

uniform material
{
    ...
}


this is a question i got from the first fast look at the spec. how does this look like on the host side with multiple UBOs for the buffers?

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#255018 - 03/24/09 01:47 PM Re: Official feedback on OpenGL 3.1 thread [Re: Chris Lux]
3B Offline
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Posts: 67
How does the ARB_compatibility extension work?

If the extension is supported, a 3.1 context has all the deprecated stuff still there anyway? Or does an application need to explicitly request backwards compatibility somehow?

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#255021 - 03/24/09 02:13 PM Re: Official feedback on OpenGL 3.1 thread [Re: 3B]
barthold Offline
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> If the extension is supported, a 3.1 context has all the deprecated stuff still there anyway?

That is correct. Just check for GL_ARB_compatibility in the extension string if you need to use any of the deprecated features.

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#255027 - 03/24/09 02:59 PM Re: Official feedback on OpenGL 3.1 thread [Re: barthold]
Chris Lux Offline
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this seems odd. so if GL_ARB_compatibility is in the string all functionality is still there? wouldn't it be more logical to use a backward compatibility flag during context creation like with the forward compatibility flag for OpenGL 3.0?

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#255030 - 03/24/09 03:08 PM Re: Official feedback on OpenGL 3.1 thread [Re: Chris Lux]
Rob Barris Offline
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Posts: 297
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 Originally Posted By: Chris Lux
i just looked over the specs. very nice and unexpected clean ;). if OpenGL 3.2 gets the direct state access stuff it will be great.

great work!

p.s. one question to the UBO extension: is it possible to have multible uniform buffers at once?

 Code:
uniform lights
{
    ...
}

uniform material
{
    ...
}


this is a question i got from the first fast look at the spec. how does this look like on the host side with multiple UBOs for the buffers?


Should be completely doable but there are hardware limits to be aware of. Also, not that UBO extension was written so that it could apply to some pre-GL3 hardware as well such as Radeon X1000 and GeForce 7 - though availability of the ext on those parts is up to the vendor to decide. On those parts you could quite likely be limited to a single UBO bound per draw - this is my initial guess. But on GL3 hardware the limits are higher... 16 I think ?

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#255032 - 03/24/09 03:12 PM Re: Official feedback on OpenGL 3.1 thread [Re: Chris Lux]
Rob Barris Offline
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Registered: 04/29/06
Posts: 297
Loc: Irvine CA
 Originally Posted By: Chris Lux
this seems odd. so if GL_ARB_compatibility is in the string all functionality is still there?


 Quote:
wouldn't it be more logical to use a backward compatibility flag during context creation like with the forward compatibility flag for OpenGL 3.0?


Just a different way of doing it I suppose. But the deprecation model as written includes the concept of outgoing features being pulled back out to extension land. I have no prediction on which vendors will offer that ext and for how long. Ultimately it's going to be developer / app uptake that will affect the lifetime of outgoing extensions in the market.

Note that this process could occur again in the future, so the context-creation-flag approach might not scale as well. People know and understand the extension model already, it's just being used in a new way here.

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#255041 - 03/24/09 03:54 PM Re: Official feedback on OpenGL 3.1 thread [Re: Rob Barris]
ector Offline
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Registered: 10/28/06
Posts: 23
Loc: Sweden
Rob, this looks like a fine release. Uniform buffers are gold.

I now only have two big beefs left with OpenGL:

* Can you please push HARD for decoupling vertex and fragment shaders, so that you don't need to explicitly link them together and can mix & match as needed, like with ARB_programs or in DX?
* Full direct state access for all 3.1 features (and commitment to keep supporting it for every future feature, eventually phasing out indirect state access) would be awesome. Bind-to-modify is such a ridiculously horrible idea that it's absolutely unbelievable that it's still with us in 2009.

Oh yeah, and texture filtering state should be per sampler, not per texture. But you've heard that one to death and it's likely not a big performance win.


Edited by ector (03/24/09 05:23 PM)

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