Mobile Graphics Ecosystem. Tom Olson OpenGL ES working group chair

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Transcription:

OpenGL ES in the Mobile Graphics Ecosystem Tom Olson OpenGL ES working group chair Director, Graphics Research, ARM Ltd 1

Outline Why Mobile Graphics? OpenGL ES Overview Getting Started with OpenGL ES Conclusion 2

Why Mobile Graphics? Mobile graphics is growing quickly Embedded platforms will eventually outnumber desktops Factors driving the trend Demand: Consumers want it Technology: Displays, GPUs, CPUs, batteries, memory Standards: Operating systems, APIs and the commercial infrastructure is emerging - the rise of open distribution channels is creating a market for applications 3

What is OpenGL ES? OpenGL ES is the dominant C/C++ API for Mobile 3D Products from every major mobile phone manufacturer Moving rapidly into other mobile and embedded devices Available for (or a standard part of) most mobile OSes Symbian Mac OS X on iphone Linux: Maemo, Android, etc BREW Windows Mobile / WinCE Palm OS Over 54 million hardware-accelerated OpenGL ES platforms have shipped to date. Many more are coming. 4

OpenGL ES Features Based on desktop OpenGL Leverages the OpenGL ecosystem Extensible to allow innovation / evolution Optimized for mobile devices Gets rid of redundancy & rarely-used features Adds mobile-friendly data types Full-Featured All the most used desktop features are available OpenGL ES gives you the power of OpenGL in a much smaller package 5

OpenGL ES Versions OpenGL 1.3 OpenGL 1.5 OpenGL 2.x OpenGL 3.x OpenGL ES 2.0 OpenGL ES Halti OpenGL ES 1.0 OpenGL ES 1.1 OpenGL ES Versioning Model OpenGL ES design philosophy is to minimize redundancy When new versions add better methods, old methods are dropped Note the difference from desktop GL! OpenGL ES Versions OpenGL ES 1.x: fixed function graphics OpenGL ES 2.0: shader based graphics 6

OpenGL ES 1.1 Key Features Vertex Arrays / Vertex Buffer Objects Full Transform & (almost) Lighting Multitexturing (min 2 units) DOT3 bump mapping Fixed Point & Float profiles Features Removed Begin / End Color Index Mode Imaging Subset Quads/Polygons 7

OpenGL ES 2.0 Key Features Vertex / fragment shaders Removes fixed function pipeline High level language (GLSL ES 1.0) On-line or off-line compilation Super-compact, efficient API Advanced Feature Set Eight attribs / varyings / textures Cube Maps Dependent texture reads Framebuffer Objects 8

What comes next? Working group is committed to supporting OpenGL ES 2.0 Working actively on conformance testing program Ongoing g projects to improve documentation, tools, ecosystem But, work has begun on OpenGL ES Halti Tentative Goals Maintain compatibility with OpenGL ES 2.0 Minimize / reduce differences from desktop OpenGL Working closely with OpenGL ARB Note similarity of OpenGL ES 2.0 to non-deprecated subset of OpenGL 3.0 Improve driver efficiency Adopt the most modern / advanced features from OpenGL 9

Getting Started: Information Khronos.org News: http://www.khronos.org org Khronos OpenGL ES API registry : ~/registry/gles OpenGL ES 2.0 man pages: ~/opengles/sdk/docs/man Developer Sites ZeusCMD, etc (tutorials) Beware of platform dependencies 10

Getting Started: Information Books Most new OpenGL books have some ES material Some books focus exclusively on OpenGL ES Check dates and API versions covered 11

Getting Started: Development Tools ES 1.x Desktop Implementations Vincent (open source) Imagination PowerVR Insider OpenGL ES 1.1 SDK Note: Gerbera is no longer available ES 1.x Desktop+embedded SDKs Series 60 SDK from Nokia Symbian SDK from Sony-Ericsson iphone SDK from Apple ES 2.0 Desktop Implementations / SDKs / Tools AMD OpenGL ES 2.0 Emulator PowerVR OpenGL ES 2.0 SDK (from Imagination) AMD Rendermonkey 1.8 (or higher - GLSL ES only) ARM Desktop Emulators (available 2H 2009) 12

About Open GL ES 2.0 Emulators What they do Emulate OpenGL ES 2.0 on desktop hardware Map ES function calls to a desktop OpenGL 2+ implementation Desktop Emulators: Pro Easy way to get started Low cost if you have the right 3D card Great C/C++ debug environment Desktop Emulators: Con Only work with certain graphics cards Emulation isn t perfect Performance, precision, language differences not handled well Demoing on desktop lacks cool factor 13

Embedded ES 2.0 Development Tools Beagle Board Open Source board + SW Low cost ($150 US) TI OMAP: ARM Cortex A8 + SGX GPU Linux (various) Currently has a steep learning curve ARM mass-market development board ARM CPU + Mali GPU Available 2H 2009 14

Practical Considerations What to expect from mobile platforms: CPU Speed 300 to 600 MHz High-end platforms will go multicore soon GPU Speed Peak fill rates of 200-500MHz in next generation GPU Architecture Most devices use deferred rasterization (tiling or chunking) Few have DXT*; other texture compression (ETC1) is often available Other Considerations No virtual memory Limited file storage Slow networks 15

Conclusion Mobile Graphics is here now! The market is exploding The technical possibilities are exciting The HW / SW platforms are increasingly sophisticated Performance is good and getting better OpenGL ES is a great low-level level graphics API Mobile friendly Powerful, modern feature set Simpler and easier to learn than desktop APIs You can get started t with it today! 16