Graphics Technology Update

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1 Graphics Technology Update Presented by: Erik Noreke, Khronos Group Vice President of Business Development November 2013 Copyright Khronos Group, Page 1

2 Copyright Khronos Group, Page 2 Khronos Connects Software to Silicon ROYALTY-FREE, OPEN STANDARD APIs for advanced hardware acceleration Low level silicon to software interfaces needed on every platform Graphics, video, audio, compute, vision, sensor and camera processing Defines the forward looking roadmap for the silicon community Shipping on billions of devices across multiple operating systems Rigorous conformance tests for cross-vendor consistency Khronos is OPEN for any company to join and participate Acceleration APIs BY the Industry FOR the Industry

3 Power is the New Limit to Performance GPUs are much more power efficient than CPUs for data parallelism - When exploiting data parallelism can x10 as efficient but can go further Lots of space for transistors on SOC but can t turn them all on at same time! - Would exceed Thermal Design Point Dark Silicon - specialized hardware only turned on when needed - Dedicated units can increase locality and parallelism of computation How do we provide access to this diversity of processors and hardware without horrible platform fragmentation? Standards! X100 Power Efficiency X10 X1 Dedicated Hardware GPU Compute Computation Flexibility Enabling new mobile use cases requires pushing computation onto GPUs and dedicated hardware Multi-core CPU Copyright Khronos Group, Page 3

4 Copyright Khronos Group, Page 4 OpenCL Heterogeneous Computing Native framework for programming diverse parallel computing resources - CPU, GPU, DSP as well as hardware blocks(!) Powerful, low-level flexibility - Foundational access to compute resources for higher-level engines, frameworks and languages Embedded profile - No need for a separate ES spec - Reduces precision requirements A cross-platform, cross-vendor standard for harnessing all the compute resources in an SOC GPU DSP OpenCL Kernel OpenCL Code Kernel OpenCL Code Kernel OpenCL Code Kernel Code HW CPU CPU One code tree can be executed on CPUs, GPUs, DSPs and hardware. Dynamically interrogate system load and load balance work across available processors

5 Copyright Khronos Group, Page 5 OpenCL Overview C Platform Layer API - Query, select and initialize compute devices Kernel Language Specification - Subset of ISO C99 with language extensions - Well-defined numerical accuracy - IEEE 754 rounding with specified max error - Rich set of built-in functions: cross, dot, sin, cos, pow, log C Runtime API - Runtime or build-time compilation of kernels - Execute compute kernels across multiple devices Memory management is explicit - Application must move data from host global local and back - Implementations can optimize data movement in unified memory systems

6 Copyright Khronos Group, Page 6 OpenCL: Execution Model Kernel - Basic unit of executable code ~ C function - Data-parallel or task-parallel Program - Collection of kernels and functions ~ dynamic library with run-time linking Command Queue - Applications queue kernels & data transfers - Performed in-order or out-of-order Work-item - An execution of a kernel by a processing element ~ thread Work-group - A collection of related work-items that execute on a single compute unit ~ core Example of parallelism types

7 Copyright Khronos Group, Page 7 OpenCL Built-in Kernels Used to control non-opencl C-capable resources on an SOC Custom Devices - E.g. Video encode/decode, Camera ISP Represent functions of Custom Devices as an OpenCL kernel - Can enqueue Built-in Kernels to Custom Devices alongside standard OpenCL kernels OpenCL run-time a powerful coordinating framework for ALL SOC resources - Programmable and custom devices controlled by one run-time Built-in kernels enable control of specialized processors and hardware from OpenCL run-time

8 Copyright Khronos Group, Page 8 OpenCL Roadmap OpenCL HLM (High Level Model) High-level programming model, unifying host and device execution environments through language syntax for increased usability and broader optimization opportunities OpenCL 2.0 Provisional released! OpenCL 2.0 Significant enhancements to memory and execution models to expose emerging hardware capabilities and provide increased flexibility, functionality and performance to developers OpenCL SPIR 1.2 Provisional released! OpenCL SPIR (Standard Parallel Intermediate Representation) LLVM-based, low-level Intermediate Representation for IP Protection and as target back-end for alternative high-level languages

9 Copyright Khronos Group, Page 9 OpenCL Milestones 24 month cadence for major OpenCL 2.0 update - Slightly longer than18 month cadence between versions of OpenCL 1.X Provisional Specification enables public review - Warning! The spec may change before final release! Dec08 OpenCL 1.0 released. Conformance tests released Dec08 OpenCL 1.1 Specification and conformance tests released Jun10 Nov11 OpenCL 1.2 Specification and conformance tests released OpenCL 2.0 Provisional Specification released for public review Jul13 Within 6 months (depends on feedback) OpenCL 2.0 Specification finalized and conformance tests released

10 Copyright Khronos Group, Page 10 Mobile OpenCL Shipping Android ICD extension released in latest extension specification - OpenCL implementations can be discovered and loaded as a shared object Multiple implementations shipping in Android NDK - ARM, Imagination, Vivante, Qualcomm, Samsung

11 Copyright Khronos Group, Page 11 Key OpenCL 2.0 Features Shared Virtual Memory - Host and device kernels can directly share complex, pointer-containing data structures such as trees and linked lists, providing significant programming flexibility and eliminating costly data transfers between host and devices Dynamic Parallelism - Device kernels can enqueue kernels to the same device with no host interaction, enabling flexible work scheduling paradigms and avoiding the need to transfer execution control and data between the device and host, often significantly offloading host processor bottlenecks Generic Address Space - Functions can be written without specifying a named address space for arguments, especially useful for those arguments that are declared to be a pointer to a type, eliminating the need for multiple functions to be written for each named address space used in an application

12 Copyright Khronos Group, Page 12 Key OpenCL 2.0 Features continued Images - Improved image support including srgb images and 3D image writes, the ability for kernels to read from and write to the same image, and the creation of OpenCL images from a mip-mapped or a multi-sampled OpenGL texture for improved OpenGL interop C11 Atomics - Subset of C11 atomics and synchronization operations to enable assignments in one work-item to be visible to other work-items in a work-group, across workgroups executing on a device or for sharing data between OpenCL device and host Pipes - Pipes are memory objects that store data organized as a FIFO. OpenCL 2.0 provides built-in functions for kernels to read from or write pipes, providing straightforward programming that can be highly optimized by implementers

13 Copyright Khronos Group, Page 13 OpenCL as Parallel Compute Foundation C++ AMP Shevlin Park Uses Clang and LLVM OpenCL HLM C++ syntax/compiler extensions WebCL JavaScript binding to OpenCL for initiation of OpenCL C kernels Aparapi Java language extensions for parallelism River Trail Language extensions to JavaScript PyOpenCL Python wrapper around OpenCL Harlan High level language for GPU programming Compiler directives for Fortran C and C++ OpenCL provides vendor optimized, cross-platform, cross-vendor access to heterogeneous compute resources

14 Copyright Khronos Group, Page 14 OpenGL 3D API Family Tree Fixed function 3D Pipeline Programmable vertex and fragment shaders ES3 is backward compatible so new features can be added incrementally Mobile 3D OpenGL ES 1.1 Content OpenGL ES 2.0 Content WebGL 1.0 OpenGL ES 3.0 Content WebGL-Next OpenGL ES 1.1 OpenGL ES 2.0 OpenGL ES 3.0 OpenGL ES 1.0 ES-Next OpenGL 1.3 OpenGL 1.5 OpenGL 2.0 OpenGL 2.1 OpenGL 3.1 OpenGL 3.3 OpenGL 4.2 OpenGL 4.3 OpenGL 4.4 OpenGL 3.0 OpenGL 3.2 OpenGL 4.0 OpenGL 4.1 GL-Next Desktop 3D OpenGL 4.4 is a superset of DX

15 Copyright Khronos Group, Page 15 OpenGL ES 3.0 Highlights Better looking, faster performing games and apps at lower power - Incorporates proven features from OpenGL 3.3 / 4.x - 32-bit integers and floats in shader programs - NPOT, 3D textures, depth textures, texture arrays - Multiple Render Targets for deferred rendering, Occlusion Queries - Instanced Rendering, Transform Feedback Make life better for the programmer - Tighter requirements for supported features to reduce implementation variability Backward compatible with OpenGL ES OpenGL ES 2.0 apps continue to run unmodified Standardized Texture Compression - #1 developer request!

16 Copyright Khronos Group, Page 16 Accelerating OpenGL Innovation Bringing state-of-theart functionality to cross-platform graphics OpenGL 4.3 OpenGL 4.4 OpenGL 4.2 OpenGL 4.1 OpenGL 3.3/4.0 OpenGL 3.2 OpenGL 2.0 OpenGL 2.1 OpenGL 3.0 OpenGL DirectX 9.0c DirectX 10.0 DirectX 10.1 DirectX 11 DirectX 11.1

17 Copyright Khronos Group, Page 17 OpenGL 4.3 Compute Shaders Execute algorithmically general-purpose GLSL shaders - Can operate on uniforms, images and textures Process graphics data in the context of the graphics pipeline - Easier than interoperating with a compute API IF processing close to the pixel Standard part of all OpenGL 4.3 implementations - Matches DX11 DirectCompute functionality Physics AI Simulation Ray Tracing Imaging Global Illumination

18 Copyright Khronos Group, Page 18 OpenCL and OpenGL Compute Shaders OpenGL compute shaders and OpenCL support distinctly different use cases - OpenCL provides a significantly more powerful and complete compute solution 1. Fine grain compute operations inside OpenGL 2. GLSL Shading Language 3. Execute on single GPU only 1. Full ANSI C programming of heterogeneous CPUs and GPUs 2. Utilize multiple processors 3. Precisely defined IEEE accuracy Enhanced 3D Graphics apps Shaders++ Imaging Video Physics AI Pure compute apps touching no pixels Compute Shaders

19 Copyright Khronos Group, Page 19 OpenGL 4.4 reference pages Huge thanks to Graham Sellers!!!

20 Copyright Khronos Group, Page 20 OpenGL Conformance Test Suite released! Conformance submissions are required for GL 4.4 implementations encouraged for earlier driver versions Shared codebase with OpenGL ES 3.0 CTS additional desktop-specific tests Core profile functionality Enhancements underway to add more coverage

21 Copyright Khronos Group, Page 21 Leveraging Proven Native APIs into HTML5 Khronos and W3C liaison - Leverage proven native API investments into the Web - Fast API development and deployment - Designed by the hardware community - Familiar foundation reduces developer learning curve HTML Canvas WebVX? Vision Processing WebStream? Sensor Fusion WebCAM(!) Camera control and video processing JavaScript Path Rendering Camera Control Native Native APIs shipping or Khronos working group JavaScript API shipping, acceleration being developed or work underway Possible future JavaScript APIs or acceleration

22 Copyright Khronos Group, Page 22 Zygote Body, formerly Google Body Rendering in Zygote Body uses WebGL

23 Copyright Khronos Group, Page 23 WebGL Implementation Anatomy Content downloaded from the Web. Middleware can make WebGL accessible to non-expert 3D programmers Content JavaScript, HTML, CSS,... JavaScript Middleware Browser provides WebGL functionality alongside other HTML5 technologies - no plug-in required JavaScript HTML5 CSS OS Provided Drivers. WebGL on Windows can use Google Angle to create conformant OpenGL ES 2.0 over DX9 OpenGL ES 2.0 OpenGL DX9/Angle

24 WebGL Availability in Browsers Much WebGL content uses three.js library: - Microsoft where you have IE11, you have WebGL turned on by default and working all the time - Microsoft - WebGL also enabled for Windows applications - web app framework and web view - Apple - WebGL must be explicitly turned on MAC Safari and only exposed on ios for iads - Chrome OS - WebGL is the only cross-platform API to program the GPU - Google IO announcement - Chrome on Android will soon launch with WebGL Copyright Khronos Group, Page 24

25 Copyright Khronos Group, Page 25 Sectional Anatomy: MR Knee //sectional-anatomy.org/

26 Copyright Khronos Group, Page 26 Sectional Anatomy: MR Knee //sectional-anatomy.org/

27 Copyright Khronos Group, Page 27 Cross-OS Portability HTML/CSS HTML/CSS HTML/CSS HTML5 provides cross platform portability. GPU accessibility through WebGL available soon on ~90% mobile systems SDK Dalvik (Java) Objective C C# Preferred development environments not designed for portability C/C++ DirectX Native code is portablebut apps must cope with different available APIs and libraries

28 Copyright Khronos Group, Page 28 WebGL First Wave Application Categories Maps and Navigation Modeling Tools and Repositories Games 3D Printing Visualization Music Videos and Promotion Education Photo Editors Music Visualizers Vision/Video Processing

29 WebCL Parallel Computing for the Web JavaScript bindings to OpenCL APIs - Enables initiation of Kernels written in OpenCL C within the browser Copyright Khronos Group, Page 29

30 3D Needs a Transmission Format! Compression and streaming of 3D assets becoming essential - Mobile and connected devices need access to increasingly large asset databases 3D is the last media type to define a compressed format - 3D is more complex diverse asset types and use cases Needs to be royalty-free - Avoid an internet video codec war scenario Eventually enable hardware implementations of successful codecs - High-performance and low power but pragmatic adoption strategy is key Audio Video Images 3D MP3 H.264 JPEG?! An effective and widely adopted codec ignites previously unimagined opportunities for a media type Copyright Khronos Group, Page 30

31 Copyright Khronos Group, Page 31 gltf Goals Binary file format for efficient transmission for 3D assets - Reduce network bandwidth and minimize client processing overhead Run-time neutral - DO NOT IMPLY OR MANDATE ANY RUN-TIME BEHAVIOR - Can be used by any app or run-time usually WebGL accelerated Scalable to handle compression and streaming - Though baseline format does not include compression Direct load efficiency for WebGL - Little or NO processing to drop gltf data into WebGL client Carry conditioned data from any authoring format - Prototyping and optimizing efficient handling of COLLADA assets Authoring Playback A standards-based content pipeline for rich native and Web 3D applications

32 Copyright Khronos Group, Page 32 COLLADA and gltf Open Source Ecosystem OpenCOLLADA Importer/Exporter and COLLADA Conformance Tests On GitHUB Tool Interop COLLADA2GLTF Translator Other authoring formats Web-based Tools Pervasive WebGL deployment Three.js gltf Importer. Rest3D initiative

33 Copyright Khronos Group, Page 33 WebGL as Test-bed for 3D Asset Compression Integrating and benchmarking 3D geometry compression formats with gltf - Baseline is GZIP - Open3DGC - implementation of the MPEG-SC3DMC - Scalable Complexity 3D Mesh Compression codec - WebGL-loader is Google lightweight compression for WebGL content Model COLLADA gltf+webgl-loader gltf+open3dgc ascii gltf+open3dgc binary XML gzip raw gzip raw gzip raw raw bin gzip JSON utf8:42k JSON:12k utf8:34k JSON:2kb ascii:29k JSON:11k ascii:19k JSON:2k bin:18k JSON:11k bin:18k JSON:2k 336k 106k 54k 36k 40k 21k 29k 20k utf8:8747k JSON:753k utf8:1325k JSON:29k ascii:7793k JSON:587k ascii:1433k JSON:29k bin:3205k JSON:589k bin:3205k JSON:29k 56763k 7378k 9500k 1354k 8380k 1462k 3794k 3234k

34 Copyright Khronos Group, Page 34 Compression Example Results Overview Early days Khronos embarking on methodical analysis using gltf as test-bed For mobile - need to balance file size AND decompression processing - Extensive processing can take more time/power than transmission OpenCTM is promising but LZMA is very processor intensive - Work may lead to LZMA in hardware?

35 Quality Copyright Khronos Group, Page 35 Texture Compression is Key Texture compression saves precious resources - Network bandwidth, device memory space AND device memory bandwidth Developers need the same texture compression EVERYWHERE - Otherwise portable apps such as WebGL need multiple copies of same texture NOT Royalty-free. Platform Fragmentation DXTC/S3TC Windows PVRTC ios Royalty-free BUT only optional in ES. Only 4bpp 3 channel No alpha support ETC1 Mandated in Android Froyo (400M devices) ETC2 / EAC MANDATED in OpenGL ES 3.0 OpenGL 4.3 Royalty-free Backward compatible with ETC1 ETC2: 4bpp 3 channel EAC: 4 (8) bpp 1(2) channel COMBINED: RGBA 8bpp 4 channel Does not have 1-2 bit compression WITH ALPHA ASTC OpenGL ES 3.0 and OpenGL 4.3 extensions -> Core once proven Royalty-free Best quality. Independent control of bit-rate and # channels 1 to 4 channel 1-8bpp in fine steps Pervasive Deployment >

36 ASTC Universal Texture Standard Adaptive Scalable Texture Compression (ASTC) - Quality significantly exceeds S3TC or PVRTC at same bit rate Industry-leading orthogonal compression rate and format flexibility - 1 to 4 color components: R / RG / RGB / RGBA - Choice of bit rate: from 8bpp to <1bpp in fine steps ASTC is royalty-free and so is available to be universally adopted - Shipping as OpenGL/OpenGL ES extension today for industry feedback Original 24bpp ASTC Compression 8bpp 3.56bpp 2bpp Copyright Khronos Group, Page 36

37 Copyright Khronos Group, Page 37 Conclusion Hardware acceleration is a complex application domain and needs multiple standards across diverse domains Advances in SOC silicon processing and associated APIs to access them are about to enable mobile devices to truly meet user expectations Now is a good time to get involved with the standards initiatives that effect your business These slides and more details at

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