OpenGL Status - November 2013 G-Truc Creation

Similar documents
Metal Feature Set Tables

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak

OpenGL Essentials Training

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský

Working with Metal Overview

Mention driver developers in the room. Because of time this will be fairly high level, feel free to come talk to us afterwards

Why modern versions of OpenGL should be used Some useful API commands and extensions

OpenGL on Android. Lecture 7. Android and Low-level Optimizations Summer School. 27 July 2015

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer

Standards for WebVR. Neil Trevett. Khronos President Vice President Mobile Content,

Copyright Khronos Group Page 1

OpenGL BOF Siggraph 2011

Free Downloads OpenGL ES 3.0 Programming Guide

CS195V Week 6. Image Samplers and Atomic Operations

Grafica Computazionale: Lezione 30. Grafica Computazionale. Hiding complexity... ;) Introduction to OpenGL. lezione30 Introduction to OpenGL

Copyright Khronos Group, Page Graphic Remedy. All Rights Reserved

Graphics Processing Unit Architecture (GPU Arch)

Real - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley

The Rasterization Pipeline

Rationale for Non-Programmable Additions to OpenGL 2.0

A Trip Down The (2011) Rasterization Pipeline

December Copyright Khronos Group, Page 1

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture 14

OpenGL 3 Overview. Barthold Lichtenbelt, NVIDIA OpenGL ARB Chair. Copyright Khronos Group, Page 1

Cg 2.0. Mark Kilgard

Compute Shaders. Christian Hafner. Institute of Computer Graphics and Algorithms Vienna University of Technology

CS GPU and GPGPU Programming Lecture 3: GPU Architecture 2. Markus Hadwiger, KAUST

Scanline Rendering 2 1/42

GDC 2014 Barthold Lichtenbelt OpenGL ARB chair

OpenGL ES 2.0 : Start Developing Now. Dan Ginsburg Advanced Micro Devices, Inc.

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST

Starting out with OpenGL ES 3.0. Jon Kirkham, Senior Software Engineer, ARM

Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters.

EECS 487: Interactive Computer Graphics

Mali & OpenGL ES 3.0. Dave Shreiner Jon Kirkham ARM. Game Developers Conference 27 March 2013

Dave Shreiner, ARM March 2009

More frames per second. Alex Kan and Jean-François Roy GPU Software

Windowing System on a 3D Pipeline. February 2005

12.2 Programmable Graphics Hardware

Introduction to OpenGL ES 3.0

Direct3D 11 Performance Tips & Tricks

Superbuffers Workgroup Update. Barthold Lichtenbelt

Programmable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1

Programmable Graphics Hardware

Vulkan (including Vulkan Fast Paths)

Introduction to Shaders.

Lecture 2. Shaders, GLSL and GPGPU

Porting Roblox to Vulkan. Arseny

The Application Stage. The Game Loop, Resource Management and Renderer Design

Programmable Graphics Hardware

GeForce 8 Features for OpenGL

OpenGL ES 3.0 and Beyond How To Deliver Desktop Graphics on Mobile Platforms. Chris Kirkpatrick, Jon Kennedy

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload)

VR Rendering Improvements Featuring Autodesk VRED

OpenGL with Qt 5. Qt Developer Days, Berlin Presented by Sean Harmer. Produced by Klarälvdalens Datakonsult AB

Bringing AAA graphics to mobile platforms. Niklas Smedberg Senior Engine Programmer, Epic Games

Graphics Performance Optimisation. John Spitzer Director of European Developer Technology

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York

Basics of GPU-Based Programming

Programming Graphics Hardware

DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/

Module 13C: Using The 3D Graphics APIs OpenGL ES

HARDWARE ACCELERATED 3D/2D RENDERING

Chapter Answers. Appendix A. Chapter 1. This appendix provides answers to all of the book s chapter review questions.

CS GPU and GPGPU Programming Lecture 3: GPU Architecture 2. Markus Hadwiger, KAUST

CHAPTER 1 Graphics Systems and Models 3

CS4620/5620: Lecture 14 Pipeline

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

Lecture 13: OpenGL Shading Language (GLSL)

Direct Rendering of Trimmed NURBS Surfaces

X. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1

PROFESSIONAL VR: AN UPDATE. Robert Menzel, Ingo Esser GTC 2018, March

CS427 Multicore Architecture and Parallel Computing

Spring 2009 Prof. Hyesoon Kim

TSBK03 Screen-Space Ambient Occlusion

Spring 2011 Prof. Hyesoon Kim

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload)

Siggraph Agenda. Usability & Productivity. FX Composer 2.5. Usability & Productivity 9/12/2008 9:16 AM

Getting fancy with texture mapping (Part 2) CS559 Spring Apr 2017

GeForce4. John Montrym Henry Moreton

Introduction to the OpenGL Shading Language

Programmable GPUS. Last Time? Reading for Today. Homework 4. Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes

Squeezing Performance out of your Game with ATI Developer Performance Tools and Optimization Techniques

Metal for OpenGL Developers

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

Building scalable 3D applications. Ville Miettinen Hybrid Graphics

Introduction. What s New in This Edition

Shaders. Introduction. OpenGL Grows via Extensions. OpenGL Extensions. OpenGL 2.0 Added Shaders. Shaders Enable Many New Effects

What was removed? (1) OpenGL ES vs. OpenGL

Engine Development & Support Team Lead for Korea UE4 Mobile Team Lead

Advanced Deferred Rendering Techniques. NCCA, Thesis Portfolio Peter Smith

GeForce3 OpenGL Performance. John Spitzer

Evolution of GPUs Chris Seitz

CS770/870 Fall 2015 Advanced GLSL

RSX Best Practices. Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog

E.Order of Operations

Transcription:

OpenGL Status - November 2013 G-Truc Creation Vendor NVIDIA AMD Intel Windows Apple Release date 02/10/2013 08/11/2013 30/08/2013 22/10/2013 Drivers version 331.10 beta 13.11 beta 9.2 10.18.10.3325 MacOS X 10.9 Samples versions 4.4.1.0 beta 4.4.1.0 beta 4.4.1.0 beta 4.4.1.0 beta Summary NVIDIA 331.10 beta AMD 13.11 b9.2 Intel 10.18.10.3325 MacOS X 10.9 OpenGL 4.4 80% 0% 0% 0% OpenGL 4.3 86% 64% 25% 0% OpenGL 4.2 100% 87% 87% 0% OpenGL 4.1 100% 100% 100% 43% OpenGL 4.0 95% 95% 95% 67% OpenGL 3.3 100% 100% 100% 92% OpenGL 3.2 100% 91% 98% 91% 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% OpenGL 4.4 OpenGL 4.3 OpenGL 4.2 OpenGL 4.1 OpenGL 4.0 OpenGL 3.3 OpenGL 3.2 NVIDIA 331.10 beta AMD 13.11 b9.2 Intel 10.18.10.3325 MacOS X 10.9

OpenGL 4.4 NVIDIA AMD Intel Windows Apple buffer-type Uned Uned Uned fbo Uned Uned Uned interface-matching Fail Uned Uned Uned sampler-wrap Uned Uned Uned transform-feedback Uned Uned Uned 4 0 0 0 Ok but not conform 0 0 0 0 Fail 1 0 0 0 Uned 0 5 0 0 Sub-Total 5 5 0 0 % 80% 0% 0% 0% OpenGL 4.3 NVIDIA AMD Intel Windows Apple atomic-counter Uned Uned debug Workaround Fail Fail Uned draw-without-vertex-attrib Fail Uned Uned image-sampling Fail Uned Uned image-store Uned Uned interface-matching Workaround Uned Uned multi-draw-indirect Fail Uned program-compute Fail Uned program-compute-image Fail Uned program-subroutine Uned Uned texture-buffer Uned Uned texture-copy Uned Uned texture-storage Uned Uned texture-view Fail Uned Uned 12 9 1 0

Ok but not conform 0 0 0 0 Workaround 2 0 0 0 Fail 0 5 3 0 Uned 0 0 0 0 Sub-Total 14 14 4 0 % 86% 64% 25% 0% OpenGL 4.2 NVIDIA AMD Intel Windows Apple atomic-counter Uned buffer-uniform Uned clipping Uned debug-output Fail Uned draw-base-instance Uned draw-image-space-rendering Uned fbo Uned image-load Uned image-store Workaround Uned image-unpack Uned interface-matching Ok Uned memory-barrier Uned picking Uned primitive-line-aa Fail Uned sampler-fetch Uned test-depth-conservative Uned texture-array Uned texture-compressed Uned texture-conversion Fail Uned texture-cube Uned texture-pixel-store Fail Uned texture-storage Workaround Uned transform-feedback-instanced Uned 22 20 20 0 Ok but not conform 1 0 0 0

Workaround 0 1 1 0 Fail 0 2 2 0 Sub-Total 23 23 23 0 % 100% 87% 87% 0% OpenGL 4.1 NVIDIA AMD Intel Windows Apple fbo-layered primitive-instanced Fail primitive-tessellation-2 Fail primitive-tessellation-5 Fail program-64 program-binary program-separate Fail 7 7 7 3 Ok but not conform 0 0 0 0 Fail 0 0 0 4 Sub-Total 7 7 7 7 % 100% 100% 100% 43% OpenGL 4.0 NVIDIA AMD Intel Windows Apple blend-rtt draw-indirect fbo-layered fbo-multisample fbo-rtt fbo-rtt-texture-array fbo-shadow Fail primitive-instanced Fail primitive-smooth-shading primitive-tessellation

program-64 program-subroutine Fail program-varying-blocks program-varying-structs Fail sampler-array sampler-fetch Fail sampler-gather Fail texture-buffer-rgb texture-derivative Ok Fail Ok transform-feedback-object transform-feedback-stream Workaround Workaround Fail 19 20 20 13 Ok but not conform 1 0 0 1 Workaround 1 1 0 0 Fail 0 0 1 7 Sub-Total 21 21 21 21 % 95% 95% 95% 67% OpenGL 3.3 NVIDIA AMD Intel Windows Apple blend-index blend-rtt buffer-type draw-instanced-array query-timer sampler-anisotropy-ext sampler-filter sampler-object sampler-wrap texture-integer-rgb10a2ui Fail texture-rect texture-swizzle 12 12 12 11

Ok but not conform 0 0 0 0 Fail 0 0 0 1 Sub-Total 12 12 12 12 % 100% 100% 100% 92% OpenGL 3.2 NVIDIA AMD Intel Windows Apple buffer-uniform buffer-uniform-shared buffer-update draw-base-vertex draw-image-space draw-instanced draw-multiple draw-without-vertex-attrib fbo fbo-blit Fail fbo-depth Fail fbo-depth-multisample Fail fbo-layered fbo-multisample fbo-multisample-explicit fbo-multisample-integer Fail Workaround Fail fbo-rtt fbo-rtt-texture-array fbo-shadow fbo-srgb Fail glsl-builtin-blocks glsl-discard glsl-precision primitive-front-face primitive-point

primitive-point-sprite Ok primitive-shading program Fail query-conditional Fail query-occlusion sync test-scissor texture-2d texture-3d texture-buffer texture-compressed-ext texture-cube texture-fetch texture-format texture-integer texture-offset texture-pixel-store texture-streaming transform-feedback-interleave transform-feedback-separate 44 41 44 40 Ok but not conform 1 0 0 0 Workaround 0 0 1 0 Fail 0 4 0 4 Sub-Total 45 45 45 44 % 100% 91% 98% 91% Extensions 330-fbo-multisample-nv 400-sampler-array-nv 420-blend-op-amd 420-buffer-pinned-amd

420-fbo-layered-amd 420-fbo-multisample-dsa-nv 420-fbo-multisample-amd 420-fbo-srgb-decode-ext Fail 420-primitive-bindless-nv 420-test-depth-clamp-amd 420-texture-bindless-nv 420-texture-sparse-amd 430-direct-state-access-ext 7 8 0 0 Ok but not conform 0 0 0 0 Fail 0 0 1 0 Sub-Total 7 8 1 0 % 100% 100% 0% 0% OpenGL ES 2.0 es-200-draw-elements 1 0 1 1 Ok but not conform 0 0 0 0 Fail 0 0 0 0 Sub-Total 1 0 1 1 % 100% 0% 100% 100%