Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem. Copyright Khronos Group Page 1
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1 Press Briefing SIGGRAPH 2015 Neil Trevett Khronos President NVIDIA Vice President Mobile Ecosystem Copyright Khronos Group Page 1
2 Khronos Connects Software to Silicon Open Consortium creating ROYALTY-FREE, OPEN STANDARD APIs for hardware acceleration Defining the roadmap for low-level silicon interfaces needed on every platform Graphics, compute and vision processing Rigorous specifications AND conformance tests for crossvendor portability Acceleration APIs BY the Industry FOR the Industry Well over a BILLION people use Khronos APIs Every Day Copyright Khronos Group Page 2
3 Copyright Khronos Group Page 3 Khronos Open Standards for Graphics and Compute 1990 s Workhorse cross-platform professional 3D apps & gaming SIGGRAPH NEWS New Extensions to enable latest desktop graphics capabilities 2000 s Ubiquitous mobile gaming & graphics apps OpenGL ES 3.2 released today to bring AEP functionality to core 2005 Safety Critical Graphics New Safety Critical Working Group Call for Participation 2008 Heterogeneous parallel compute OpenCL 2.0 specification update and C++ Headers released Portable intermediate representation for graphics and parallel compute 2014 Provisional Spec Update and significant open source activity High-efficiency GPU graphics and compute for performance critical apps 2015 Adopted by Android and other platforms. Building ecosystem
4 Copyright Khronos Group Page 4 OpenGL Extensions Released Today Expose cutting-edge desktop graphics - Paving the way for new core OpenGL when functionality pervasively available Streamlined sparse textures - Manage multisample sparse textures and uncommitted/unpopulated areas Enhanced shaders - Interlocks for multi-pass algorithms, 64-bit integer handling - Early fragment testing, enhanced atomic counters, 64-bit timing counter Multi-thread shader compilation - Faster application loading Modifiable locations of multi-samples within a pixel - Increase antialiasing quality OpenGL ES 3.2 compatibility - Use OpenGL to develop OpenGL ES 3.2 applications
5 Copyright Khronos Group Page 5 OpenGL ES 3.2 Released Today Bringing advanced desktop-class graphics functionality into core OpenGL ES - Will make pervasive on large class of mobile, consumer and automotive hardware New functionality includes AEP (Android Extension Pack) for AAA games plus more - Tessellation and geometry shaders to improve add scene detail - ASTC Texture Compression - reduces memory footprint and bandwidth - Floating point render targets for higher precision compute - Debug and robustness for easier coding and secure execution - Enhanced blending operations Enables premium graphics effects - Deferred shading, Physically-based shading - High Dynamic Range tone mapping - Global Illumination and reflection - Smoke and particle effects Will be adopted by Android - And many other platforms Epic s Rivalry demo using full Unreal Engine 4
6 Safety Critical Working Group Call for participation to create OpenGL SC 2.0 and future safety critical APIs! 2005 OpenGL SC 1.0 Fixed function graphics subset 2003 OpenGL ES 1.0 Fixed function graphics 2016 (planned) OpenGL SC 2.0 Programmable shader pipeline subset 2007 OpenGL ES 2/3 Programmable shader pipeline New Generation API for safety certifiable graphics AND compute Many future safety critical use cases involve vision and compute acceleration (e.g. neural nets) Copyright Khronos Group Page 6
7 Copyright Khronos Group Page 7 OpenCL 2.0 Updates Released Today Updates to OpenCL 2.0 specification - Bug fixes, clarifications OpenCL C++ Headers for OpenCL 2.0 also released today - Enables host side C++ code New OpenCL 1.2 implementations! - NVIDIA (Desktop), Texas Instruments (Embedded), Marvell (Mobile & Embedded) OpenCL 2.1 Provisional specification released in March OpenCL C++ kernel language based on a subset of C Support for SPIR-V intermediate language in core - Runs on any OpenCL 2.0-capable hardware Dec08 OpenCL 1.0 Specification Jun10 OpenCL 1.1 Specification Nov11 OpenCL 1.2 Specification 18 months 18 months 24 months Nov13 OpenCL 2.0 Specification 16 months Mar15 OpenCL 2.1 Specification (Provisional)
8 Copyright Khronos Group Page 8 Next Generation GPU APIs One OS One Platform Vendor Cross Platform
9 Copyright Khronos Group Page 9 No Compromise Potential Performance Gain Retains Traditional Binding Model Amount of work to port from traditional OpenGL and OpenGL ES
10 Copyright Khronos Group Page 10 The Power of a Three Layer Ecosystem Applications can use Vulkan directly for maximum flexibility and control Application uses utility libraries to speed development Utility libraries and layers Application Games Engines fully optimized over Vulkan The industry s leading games and engine vendors are participating in the Vulkan working group Developers can choose at which level to use the Vulkan Ecosystem Rich Area for Innovation Many utilities and layers will be in open source Layers to ease transition from OpenGL Domain specific flexibility The same ecosystem dynamic as WebGL A widely pervasive, powerful, flexible foundation layer enables diverse middleware tools and libraries
11 Copyright Khronos Group Page 11 Developing Ecosystem and Spec in Parallel Open sourcing Vulkan test suite to enable developer feedback and contributions Khronos supplied loader and layered tools architecture Open source layered tools Valve/LunarG are the first Flexible Windows System Integration working with platform vendors Example code, documentation and course notes SPIR-V for language innovation
12 Vulkan Tools Architecture Layered design for cross-vendor tools innovation and flexibility - IHVs plug into a common, extensible architecture for code validation, debugging and profiling during development without impacting production performance Common Loader used to enable use of tools layers during debug - Finds and load drivers, dispatches API calls to correct driver and layers Vulkan supports intercepting or hooking API entry points - Multiple layers may be chained together to cascade their functionality Production Path (Performance) Vulkan-based Title Debug Layers can be installed during Development Interactive Debugger Validation Layers Vulkan s Common Loader Debug Layers IHV s Installable Client Driver Debug information via standardized API calls Copyright Khronos Group Page 12
13 Copyright Khronos Group Page 13 LunarG Open Source SDK Layers Will be released in open source in parallel with Vulkan specification Layer Name APIDump DrawState Image MemTracker ObjectTracker ParamChecker ShaderTracker Threading Description Print API calls and their parameters and values Validate the descriptor set, pipeline state and dynamic state Validate texture formats and render target formats Track & validate GPU memory, its binding to objects & command buffers Track all Vulkan objects and flag invalid objects and object memory leaks Validate API parameter values Validate the interfaces between SPIR-V modules and the graphics pipeline Check validity of multi-threaded API usage
14 Copyright Khronos Group Page 14 Vulkan Feature Sets Vulkan supports hardware with a wide range of hardware capabilities - Mobile OpenGL ES 3.1 up to desktop OpenGL 4.5 and beyond One unified API for desktop, mobile, console, and embedded - No "Vulkan ES" or "Vulkan Desktop" Vulkan precisely defines a set of "fine-grained features" - Features are specifically enabled at device creation time (similar to extensions) Vulkan provides the mechanism but does not mandate policy - Market or platform specific profiles can be defined by Khronos, platform vendors, or other interested parties
15 Copyright Khronos Group Page 15 Vulkan Window System Integration (WSI) Explicit control for acquisition and presentation of images - Designed to fit the Vulkan API and today s compositing window systems - Cleanly separates device creation from window system Standardized extensions - unified API for multiple window systems - Works across Android, Mir, Windows (Vista and up), Wayland and X (with DRI3) - Platforms can extend functionality, define custom WSI stack, or have no display at all Platform provides an array of persistent presentable images = Vulkan Swapchain - Device exposes which queues support presentation - Application explicitly controls which image to render and present VkQueue Transition to Present Present Transition to Render Transition to Present Present Transition to Render Time Swapchain Extensions Platform WSI Extension Explicit control for acquisition and presentation of images Platform WSI Extension Custom WSI Extension Image X Image Y Image Y Compositor or Display Engine Image X
16 Copyright Khronos Group Page 16 Vulkan Open Source Conformance Tests Khronos and Android leveraging and merging Vulkan tests with the Android Open Source Project (AOSP) and DrawElements Quality Program (deqp) framework Khronos Generated Tests AOSP/dEQP Framework and Tests Open source Vulkan conformance test suite hosted on GitHub Vulkan Conformance Test Suite Implementers must pass Test Suite Khronos administered Vulkan Adopters Program. Implementations that pass test process may use Vulkan trademark Community Test Contributions Enable developers to provide direct feedback and contributions to help resolve cross-vendor inconsistencies
17 Copyright Khronos Group Page 17 SPIR-V Transforms the Language Ecosystem First multi-api, intermediate language for parallel compute and graphics - Native representation for Vulkan shader and OpenCL kernel source languages - Cross vendor intermediate representation - Language front-ends can easily access multiple hardware run-times - Acceleration hardware can leverage multiple language front-ends - Encourages tools for program analysis and optimization in SPIR form Multiple Developer Advantages Same front-end compiler for multiple platforms Reduces runtime kernel compilation time Don t have to ship shader/kernel source code Drivers are simpler and more reliable Tools for analysis and optimization Diverse Languages and Frameworks Hardware runtimes on multiple architectures Standard Portable Intermediate Representation
18 Copyright Khronos Group Page 18 Driving the SPIR-V Open Source Ecosystem SPIR-V Provisional spec (V31) updated today! Khronos will open source these tools and translators GLSL Third party kernel and shader Languages OpenCL C OpenCL C++ SPIR-V Tools SPIR-V Validator SPIR-V (Dis)Assembler LLVM LLVM to SPIR-V Bi-directional Translator Other Intermediate Forms SPIR-V 32-bit Word Stream Extensible and easily parsed Retains data object and control flow information for effective code generation and translation IHV Driver Runtimes
19 Copyright Khronos Group Page 19 SPIR-V Open Source Community Activity Python byte code to SPIR-V Convertor - Write shaders or kernels in Python, Encode and decode SPIR-V in Python - Dis(Assembler) with high level human readable assembler syntax.net IL to SPIR-V Convertor - Write and debug shaders or kernels using C#, SPIR-V interpreter Shade SPIR-V virtual machine - Test and debug SPIR-V binaries for binary correctness in human readable format Otherside SPIR-V virtual machine - Academic software rasterizer project to produce C code from SPIR-V Rust (Dis)Assembler - Encode and decode SPIR-V binaries in Rust Go (Dis)Assembler - Encode and decode SPIR-V in Go, SPIR-V represented in Go data structures Haskell EDSL - SPIR-V like language embedded in Haskell with significantly relaxed layout constraints Lisp SPIR-V Specification - Lisp readable SPIR-V specification JSON SPIR-V specification - Conversion of HTML SPIR-V specification to JSON format This is just the start.
20 Copyright Khronos Group Page 20 Vulkan Status Rapid progress since project start in June Significant proposals and IP contributions received from members Participants come from all segments of the graphics industry - Including an unprecedented level of participation from game engine ISVs Initial specs and implementations expected this year - Will work on any GPU hardware that supports OpenGL ES 3.1/OpenGL 4.X and up - Can ship on any OS including Windows XP/7/8/10 Working Group Participants
21 Copyright Khronos Group Page 21 Roadmap Possibilities SPIR-V Ingestion for OpenGL and OpenGL ES for shading language flexibility Thin and predictable graphics and compute for safety critical systems 1. C++ Shading Language 2. Single source C++ Programming from SYCL 3. OpenCL-class Heterogeneous Compute to Vulkan runtime
22 Copyright Khronos Group Page 22 Summary Khronos is advancing the scope of the 3D and compute API ecosystem - Existing and new generation APIs in parallel Advanced capabilities AND cross-platform portability - Key to many emerging markets such Augmented Reality and Virtual Reality Any company welcome to join for a voice and vote in creating these standards - $15K annual membership fee for access to all Khronos API working groups More Information ntrevett@nvidia.com
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