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OpenGL 4.5 Update for NVIDIA GPUs | PPT | Free Download
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src="https://cdn.slidesharecdn.com/profile-photo-Mark_Kilgard-48x48.jpg?cb=1648161688" alt="Mark Kilgard" loading="lazy" decoding="sync"/></div><a class="Link_root__vn3ab Author_link___lVxw ellipsis Link_primary__Iq4CI Link_size-large__W0PAv Link_weight-regular__yPpnB" data-cy="author-link" title="Mark Kilgard" href="https://www.slideshare.net/Mark_Kilgard">Mark Kilgard</a><button type="button" class="FollowButton_root__FxpBi Author_follow__Lw4TS FollowButton_follow__d_6u5">Follow</button></div><div class="description Description_root__kt4uq Description_clamped__PaV_1"><div class="Description_wrapper__hYE9_" data-cy="document-description"><p>presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions http://www.nvidia.com/object/siggraph2014-best-gtc.html Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet. http://www.ustream.tv/recorded/51255959 Find out more about the OpenGL examples for GameWorks: https://developer.nvidia.com/gameworks-opengl-samples<button type="button" class="Button_root__i1yp0 Button_primary__K25Gq Button_text__ZT_3O Button_small__sqsEx Description_less__BvWbY Description_hidden__a9QZJ" data-testid="button" aria-label="Read less"><span>Read less</span></button></p></div><button type="button" class="Button_root__i1yp0 Button_primary__K25Gq Button_text__ZT_3O Button_small__sqsEx Description_more__ChrRK" data-testid="button" aria-label="Read more" data-cy="read-more-button"><span>Read more</span></button></div><div class="actions Actions_root__00yIC"><div class="Tooltip_triggerWrapper___S2HG"><button type="button" class="Button_root__i1yp0 Button_secondary__hHiHI Button_text__ZT_3O Button_small__sqsEx Button_icon__1C4qi like-button unliked" data-testid="button" aria-label="Like" data-favorited="false" data-cy="like-button"><span class="Icon_root__AjZyv" style="--size:24px"><span class="Icon_icon__4zzsG" 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now</span></button></div><span class="sr-only" aria-live="polite"></span></div></div><div class="MetadataToolbar_underline__QQn0C"></div></div></div><!--/$--><!--$--><!--/$--><div class="player Player_root__L1AmF"><div id="new-player" class="vertical-player VerticalPlayer_root__K8_YS" data-slideshow-id="37922750"><div><div id="slide1" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-0" alt="SG4121: OPENGL 4.5 UPDATE FOR NVIDIA GPUS Mark Kilgard Principal System Software Engineer, NVIDIA Piers Daniell Senior Graphics Software Engineer, NVIDIA " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="eager" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-1-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-1-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-1-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-1-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide2" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-1" alt="Mark Kilgard • Principal System Software Engineer – OpenGL driver and API evolution – Cg (“C for graphics”) shading language – GPU-accelerated path rendering • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial • Worked on OpenGL for 20+ years " class="vertical-slide-image 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specifications now core • Leads OpenGL version updates – Since OpenGL 4.1 • 10+ years with NVIDIA " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-3-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-3-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-3-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-3-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide4" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-3" alt="NVIDIA’s OpenGL Leverage Debugging with Nsight Programmable Graphics Tegra Quadro OptiX GeForce Adobe Creative Cloud " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-4-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-4-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-4-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-4-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide5" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-4" alt="Single 3D API for Every Platform OS X Linux FreeBSD Solaris Android Windows " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-5-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-5-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-5-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-5-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide6" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-5" alt="Adobe Creative Cloud: GPU-accelerated Illustrator • 27 year old application – World’s leading graphics design application • 6 million users – Never used the GPU • Until this June 2014 • Adobe and NVIDIA worked to integrate NV_path_rendering into Illustrator CC 2014 " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-6-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-6-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-6-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-6-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide7" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-6" alt="OpenGL 4.5 Update for NVIDIA GPUs" class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-7-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-7-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-7-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-7-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide8" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-7" alt="OpenGL 4.x Evolution Major revision of OpenGL every year since OpenGL 3.0, 2008 Maintained full backwards compatibility 2010 2011 2012 2013 2014 OpenGL 4.0: Tessellation OpenGL 4.1: Shader mix-and-match, ES2 compatibility OpenGL 4.2: GLSL upgrades and shader image load store OpenGL 4.3: Compute shaders, SSBO, ES3 compatibility OpenGL 4.4: Persistently mapped buffers, multi bind ??? " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-8-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-8-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-8-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-8-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide9" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-8" alt="Big News: OpenGL 4.5 Released Today! Direct State Access (DSA) finally! Robustness OpenGL ES 3.1 compatibility Faster MakeCurrent DirectX 11 features for porting and emulation SubImage variant of GetTexImage Texture barriers Sparse buffers (ARB extension) " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-9-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-9-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-9-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-9-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide10" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-9" alt="So OpenGL Evolution Through 4.5 Major revision of OpenGL every year since 2008 Maintained full backwards compatibility 2010 2011 2012 2013 2014 OpenGL 4.0: Tessellation OpenGL 4.1: Shader mix-and-match, ES2 compatibility OpenGL 4.2: GLSL upgrades and shader image load store OpenGL 4.3: Compute shaders, SSBO, ES3 compatibility OpenGL 4.4: Persistently mapped buffers, multi bind OpenGL 4.5: Direct state access, robustness, ES3.1 " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-10-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-10-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-10-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-10-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide11" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-10" alt="OpenGL Evolves Modularly • Each core revision is specified as a set of extensions – Example: ARB_ES3_1_compatibility • Puts together all the functionality for ES 3.1 compatibility • Describe in its own text file – May have dependencies on other extensions • Dependencies are stated explicitly • A core OpenGL revision (such as OpenGL 4.5) “bundles” a set of agreed extensions — and mandates their mutual support – Note: implementations can also “unbundle” ARB extensions for hardware unable to support the latest core revision • So easiest to describe OpenGL 4.5 based on its bundled extensions… 4.5 ARB_direct_state_access ARB_clip_control many more … " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-11-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-11-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-11-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-11-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide12" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-11" alt="OpenGL 4.5 as extensions All new features to OpenGL 4.5 can be used with GL contexts 4.0 through 4.4 via extensions: — ARB_clip_control — ARB_conditional_render_inverted — ARB_cull_distance — ARB_shader_texture_image_samples — ARB_ES3_1_compatibility — ARB_direct_state_access — KHR_context_flush_control — ARB_get_texture_subimage — KHR_robustness — ARB_texture_barrier API Compatibility (Direct3D, OpenGL ES) API Improvements Browser security (WebGL) Texture & framebuffer memory consistency " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-12-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-12-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-12-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-12-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide13" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-12" alt="Additional ARB extensions Along with OpenGL 4.5, Khronos has released ARB extensions ARB_sparse_buffer DirectX 11 features — ARB_pipeline_statistics_query — ARB_transform_feedback_overflow_query NVIDIA supports the above on all OpenGL 4.x hardware — Fermi, Kepler and Maxwell — GeForce, Quadro and Tegra K1 " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-13-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-13-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-13-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-13-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide14" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-13" alt="NVIDIA OpenGL 4.5 beta Driver Available today! https://developer.nvidia.com/opengl-driver — Or just Google “opengl driver” – it’s the first hit! — Windows and Linux Supports all OpenGL 4.5 features and all ARB/KHR extensions Available on Fermi, Kepler and Maxwell GPUs — GeForce and Quadro — Desktop and Laptop " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-14-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-14-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-14-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-14-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide15" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-14" alt="Using OpenGL 4.5 OpenGL 4.5 has 118 New functions. Eek. How do you deal with all that? The easy way… Use the OpenGL Extension Wrangler (GLEW) — Release 1.11.0 already has OpenGL 4.5 support — http://glew.sourceforge.net/ " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-15-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-15-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-15-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-15-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide16" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-15" alt="Direct State Access (DSA) Read and modify object state directly without bind-to-edit Performance benefit in many cases Context binding state unmodified — Convenient for tools and middleware — Avoids redundant state changes Derived from EXT_direct_state_access " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-16-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-16-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-16-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-16-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide17" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-16" alt="More Efficient Middleware void Texture2D::SetMagFilter(Glenum filter) { GLuint oldTex; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex); glBindTexture(GL_TEXTURE_2D, m_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glBindTexture(GL_TEXTURE_2D, oldTex); } Before DSA After DSA void Texture2D::SetMagFilter(Glenum filter) { glTextureParameteri(m_tex, GL_TEXTURE_MAG_FILTER, filter); } " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-17-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-17-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-17-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-17-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide18" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-17" alt="Simplified Code Before DSA GLuint tex[2]; glGenTextures(2, tex); glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, tex[0]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, tex[1]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4); After DSA GLuint tex[2]; glCreateTextures(GL_TEXTURE_2D, 2, tex); glTextureStorage2D(tex[0], 1, GL_RGBA8, 8, 8); glTextureStorage2D(tex[1], 1, GL_RGBA8, 4, 4); glBindTextures(0, 2, tex); " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-18-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-18-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-18-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-18-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide19" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-18" alt="More Direct Framebuffer Access Before DSA glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); DrawStuff(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, nonMsFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER, msFBO); glBlitFramebuffer(...); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); After DSA glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); DrawStuff(); glBlitNamedFramebuffer(msFBO, nonMsFBO, ...); " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-19-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-19-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-19-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-19-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide20" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-19" alt="DSA Create Functions glCreate Creates glCreateBuffers Buffer Objects glCreateRenderbuffers Renderbuffer Objects glCreateTextures(<target>) Texture Objects of specific target glCreateFramebuffers Framebuffer Objects glCreateVertexArrays Vertex Array Objects glCreateProgramPipelines Program Pipeline Objects glCreateSamplers Sampler Objects glCreateQueries(<target>) Query Objects of a specific target Generates name AND creates object Bind-to-create not needed " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-20-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-20-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-20-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-20-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide21" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-20" alt="DSA Texture Functions Non-DSA DSA glGenTextures + glBindTexture glCreateTextures glTexStorage* glTextureStroage* glTexSubImage* glTextureSubImage* glCopyTexSubImage* glCopyTextureSubImage* glGetTexImage glGetTextureImage glCompressedTexSubImage* glCompressedTextureSubImage* glGetCompressedTexImage glGetCompressedTextureImage glActiveTexture + glBindTexture glBindTextureUnit glTexBuffer[Range] glTextureBuffer[Range] glGenerateMipmap glGenerateTextureMipmap gl[Get]TexParameter* gl[Get]TextureParameter* " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-21-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-21-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-21-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-21-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide22" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-21" alt="DSA Renderbuffer Functions Non-DSA DSA glGenRenderbuffers + glBindRenderbuffer glCreateRenderbuffers glRenderbufferStorage* glNamedRenderbufferStorage* glGetRenderbufferParameteriv glGetNamedRenderbufferParameteriv " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-22-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-22-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-22-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-22-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide23" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-22" alt="DSA Framebuffer Functions Non-DSA DSA glGenFramebuffers + glBindFramebuffer glCreateFramebuffers glFramebufferRenderbuffer glNamedFramebufferRenderbuffer glFramebufferTexture[Layer] glNamedFramebufferTexture[Layer] glDrawBuffer[s] glNamedFramebufferDrawBuffer[s] glReadBuffer glNamedFramebufferReadBuffer glInvalidateFramebuffer[Sub]Data glInvalidateNamedFramebuffer[Sub]Data glClearBuffer* glClearNamedFramebuffer* glBlitFramebuffer glBlitNamedFramebuffer glCheckFramebufferStatus glCheckNamedFramebufferStatus glFramebufferParameteri glNamedFramebufferParameteri glGetFramebuffer*Parameter* glGetNamedFramebuffer*Parameter* " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-23-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-23-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-23-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-23-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide24" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-23" alt="DSA Buffer Object Functions Non-DSA DSA glGenBuffers + glBindBuffer glCreateBuffers glBufferStorage glNamedBufferStorage glBuffer[Sub]Data glNamedBuffer[Sub]Data glCopyBufferSubData glCopyNamedBufferSubData glClearBuffer[Sub]Data glClearNamedBuffer[Sub]Data glMapBuffer[Range] glMapNamedBuffer[Range] glUnmapBuffer glUnmapNamedBuffer glFlushMappedBufferRange glFlushMappedNamedBufferRange glGetBufferParameteri* glGetNamedBufferParameteri* glGetBufferPointerv glGetNamedBufferPointerv glGetBufferSubData glGetNamedBufferSubData " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-24-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-24-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-24-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-24-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide25" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-24" alt="DSA Transform Feedback Functions Non-DSA DSA glGenTransformFeedbacks + glBind glCreateTransformFeedbacks glBindBuffer{Base|Range} glTransformFeedbackBuffer{Base|Range} glGetInteger* glGetTransformFeedbacki* " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-25-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-25-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-25-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-25-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide26" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-25" alt="DSA Vertex Array Object (VAO) Functions Non-DSA DSA glGenVertexArrays + glBindVertexArray glCreateVertexArrays glEnableVertexAttribArray glEnableVertexArrayAttrib glDisableVertexAttribArray glDisableVertexArrayAttrib glBindBuffer(ELEMENT_ARRAY_BUFFER) glVertexArrayElementBuffer glBindVertexBuffer[s] glVertexArrayVertexBuffer[s] glVertexAttrib*Format glVertexArrayAttrib*Format glVertexBindingDivisor glVertexArrayBindingDivisor glGetInteger* glGetVertexArray* " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-26-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-26-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-26-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-26-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide27" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-26" alt="EXT_direct_state_access Differences Only OpenGL 4.5 core functionality supported Some minor name changes to some functions — Mostly the same, but drops EXT suffix TextureParameterfEXT -> TextureParameterf — VAO function names shortened glVertexArrayVertexBindingDivisorEXT -> glVertexArrayBindingDivisor — Texture functions no longer require a target parameter Target comes from glCreateTextures(<target>,) Use “3D” functions with CUBE_MAP where z specifies the face DSA functions can no longer create objects — Use glCreate* functions to create name and object at once " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-27-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-27-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-27-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-27-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide28" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-27" alt="Robustness ARB_robustness functionality now part of OpenGL 4.5 — Called KHR_robustness for use with OpenGL ES too — Does not include compatibility functions Adds “safe” APIs for queries that return data to user pointers Adds mechanism for app to learn about GPU resets — Due to my app or some other misbehaving app Stronger out-of-bounds behavior — No more undefined behavior Used by WebGL implementations to deal with Denial of Service (DOS) attacks " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-28-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-28-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-28-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-28-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide29" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-28" alt="Robustness API Before Robustness GLubyte tooSmall[NOT_BIG_ENOUGH]; glReadPixels(0, 0, H, W, GL_RGBA, GL_UNSIGNED_BYTE, tooSmall); // CRASH!! After Robustness GLubyte tooSmall[NOT_BIG_ENOUGH]; glReadnPixels(0, 0, H, W, GL_RGBA, GL_UNSIGNED_BYTE, sizeof tooSmall, tooSmall); // No CRASH, glGetError() returns INVALID_OPERATION " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-29-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-29-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-29-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-29-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide30" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-29" alt="Robustness Reset Notification Typical render loop with reset check while (!quit) { DrawStuff(); SwapBuffers(); if (glGetGraphicsResetStatus() != GL_NO_ERROR) { quit = true; } } DestroyContext(glrc); Reset is asynchronous — GL will behave as normal after a reset event but rendering commands may not produce the right results — The GL context should be destroyed — Notify the user " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-30-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-30-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-30-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-30-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide31" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-30" alt="OpenGL ES 3.1 Compatibility Adds new ES 3.1 features not already in GL Also adds #version 310 es GLSL shader support Compatibility profile required for full superset — ES 3.1 allows client-side vertex arrays — Allows application generated object names — Has default Vertex Array Object (VAO) Desktop provides great development platform for ES 3.1 content " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-31-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-31-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-31-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-31-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide32" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-31" alt="Desktop features in an ES profile NVIDA GPUs provide all ANDROID_extension_pack_es31a features in an ES profile — Geometry, Tessellation, Advanced blending, etc. Scene from Epic’s “Rivarly” OpenGL ES 3.1 + AEP demo running on Tegra K1 " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-32-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-32-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-32-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-32-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide33" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-32" alt="Using OpenGL ES 3.1 on Desktop The Windows WGL way int attribList[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 1, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_ES_PROFILE_BIT_EXT, 0 }; HGLRC hglrc = wglCreateContextAttribsARB(wglGetCurrentDC(), NULL, attribList); wglMakeCurrent(wglGetCurrentDC(), hglrc); On NVIDIA GPUs this is a fully conformant OpenGL ES 3.1 implementation — http://www.khronos.org/conformance/adopters/conformant-products " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-33-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-33-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-33-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-33-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide34" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-33" alt="New OpenGL ES 3.1 features glMemoryBarrierByRegion — Like glMemoryBarrier, but potentially more efficient on tillers GLSL functionality — imageAtomicExchange() support for float32 — gl_HelperInvocation fragment shader input Know which pixels won’t get output Skip useless cycles or unwanted side-effects — mix() function now supports int, uint and bool — gl_MaxSamples Implementation maximum sample count " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-34-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-34-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-34-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-34-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide35" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-34" alt="Faster MakeCurrent An implicit glFlush is called on MakeCurrent — Makes switching contexts slow New WGL and GLX extensions allow glFlush to be skipped — Commands wait in context queue — App has more control over flush Provides 2x MakeCurrent performance boost StartTimer(); for (int i = 0; i < iterations; ++i) { DrawSimpleTriangle(); wglMakeCurrent(context[i % 2]); } StopTimer(); " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-35-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-35-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-35-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-35-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide36" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-35" alt="Disable Implicit glFlush on MakeCurrent The Windows way with WGL int attribList[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 4, WGL_CONTEXT_MINOR_VERSION_ARB, 5, WGL_CONTEXT_RELEASE_BEHAVIOR_ARB, WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB, 0 }; HGLRC hglrc = wglCreateContextAttribsARB(wglGetCurrentDC(), NULL, attribList); wglMakeCurrent(wglGetCurrentDC(), hglrc); " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-36-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-36-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-36-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-36-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide37" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-36" alt="DirectX 11 Features ARB_clip_control ARB_conditional_render_inverted ARB_cull_distance ARB_derivative_control ARB_shader_texture_image_samples ARB_pipeline_statistics_query (ARB extension) ARB_transform_feedback_overflow_query (ARB extension) " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-37-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-37-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-37-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-37-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide38" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-37" alt="ARB_clip_control glClipControl(origin, depthMode); — y-origin can be flipped during viewport transformation — Depth clip range can be [0,1] instead of [-1,1] depthMode = GL_NEGATIVE_ONE_TO_ONE: Zw = ((f-n)/2) * Zd + (n+f)/2 depthMode = GL_ZERO_TO_ONE: Zw = (f-n) * Zd + n — Provides direct mapping of [0,1] depth clip coordinates to [0,1] depth buffer values when f=1 and n=0 No precision loss origin=GL_LOWER_LEFT origin=GL_UPPER_LEFT " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-38-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-38-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-38-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-38-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide39" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-38" alt="ARB_conditional_render_inverted Allow conditional render to use the negated query result Matches the DX11 ::SetPredication(, PredicateValue) option Query result negation only happens to landed result — Otherwise rendering takes place GLuint predicate; glCreateQueries(GL_SAMPLES_PASSED, 1, & predicate); glBeginQuery(GL_SAMPLES_PASSED, predicate); DrawNothing(); // Draws nothing glEndQuery(GL_SAMPLES_PASSED); glBeginConditionalRender(predicate, GL_QUERY_WAIT_INVERTED); DrawStuff(); // Scene is rendered since SAMPLES_PASSED==0 glEndConditionalRender(); More useful with other query targets like GL_TRANSFORM_FEEDBACK_OVERFLOW " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-39-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-39-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-39-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-39-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide40" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-39" alt="ARB_cull_distance Adds new gl_CullDistance[n] to Vertex, Tessellation, and Geometry shaders (VS, TCS, TES and GS) Like gl_ClipDistance except when any vertex has negative distance whole primitive is culled Matches DX11 SV_CullDistance[n] Clipping Plane Negative gl_ClipDistance Positive gl_ClipDistance Clipped Clipping Plane Negative gl_CullDistance Positive gl_CullDistance Culled " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-40-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-40-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-40-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-40-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide41" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-40" alt="ARB_derivative_control Adds “coarse” and “fine” variant of GLSL derivative functions dFdxCoarse, dFdyCoarse — Potentially faster performance dFdxFine, dFdyFine — More correct — Default behavior of old dFdx and dFdy functions fwidthCoarse and fwidthFine are also added 2x2 Quad Fragment dFdxCoarse = = 2x2 Quad Fragment dFdxFine= = dFdxFine " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-41-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-41-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-41-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-41-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide42" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-41" alt="ARB_shader_texture_image_samples New GLSL built-ins to query the sample count of multi-sample texture and image resources — textureSamples — imageSamples Equivalent to the NumberOfSamples return with the GetDimensions query in HLSL #version 450 core uniform sample2DMS tex; out vec4 color; void main() { if (textureSamples(tex) > 2) { color = DoFancyDownsample(tex); } else { color = DoSimpleDownsample(tex); } } " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-42-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-42-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-42-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-42-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide43" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-42" alt="ARB_pipeline_statistics_query New queries for profiling and DX11 compatibility — GL_VERTICES_SUBMITTED Number of vertices submitted to the GL — GL_PRIMITIVES_SUBMITTED Number of primitives submitted to the GL — GL_VERTEX_SHADER_INVOCATIONS Number of times the vertex shader has been invoked — GL_TESS_CONTROL_SHADER_PATCHES Number of patches processed by the tessellation control shader — GL_TESS_EVALUATION_SHADER_INVOCATIONS Number of times the tessellation control shader has been invoked " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-43-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-43-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-43-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-43-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide44" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-43" alt="ARB_pipeline_statistics_query cont. More queries — GL_GEOMETRY_SHADER_INVOCATIONS Number of times the geometry shader has been invoked — GL_GEOMETRY_SHEDER_PRIMITIVES_EMITTED Total number of primitives emitted by geometry shader — GL_FRAGMENT_SHADER_INVOCATIONS Number of times the fragment shader has been invoked — GL_COMPUTE_SHADER_INVOCATIONS Number of time the compute shader has been invoked — GL_CLIPPING_INPUT_PRIMITIVES — GL_CLIPPINT_OUTPUT_PRIMITIVES Input and output primitives of the clipping stage " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-44-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-44-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-44-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-44-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide45" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-44" alt="ARB_transform_feedback_overflow_query Target queries to indicate Transform Feedback Buffer overflow — GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB — GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB Use glBeginQueryIndex to specify specific stream The result of which can be used with conditional render GLuint predicate; glCreateQueries(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB, 1, & predicate); glBeginQuery(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB, predicate); glBeginTransformFeedback(GL_TRIANGLES); DrawLotsOfStuff(); glEndTransformFeedback(); glEndQuery(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB); glBeginConditionalRender(predicate, GL_QUERY_NO_WAIT_INVERTED); DrawStuff(); // Scene not rendered if XFB overflowed buffers glEndConditionalRender(); " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-45-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-45-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-45-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-45-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide46" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-45" alt="… glEnd() // DX11 Features " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-46-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-46-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-46-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-46-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide47" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-46" alt="Texture Barrier Allows rendering to a bound texture — Use glTextureBarrier() to safely read previously written texels — Behavior is now defined with use of texture barriers Allows render-to-texture algorithms to ping-pong without expensive Framebuffer Object (FBO) changes — Bind 2D texture array for texturing and as a layered FBO attachment Draw gl_Layer=0 glTextureBarrier() texture Draw gl_Layer=1 texture " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-47-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-47-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-47-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-47-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide48" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-47" alt="Programmable Blending Limited form of programmable blending with non-self- overlapping draw calls — Bind texture as a render target and for texturing glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0); dirtybbox.empty(); foreach (object in scene) { if (dirtybbox.overlaps(object.bbox())) { glTextureBarrier(); dirtybbox.empty(); } object.draw(); dirtybbox = bound(dirtybbox, object.bbox()); } " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-48-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-48-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-48-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-48-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide49" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-48" alt="Advanced Blending KHR_blend_equation_advanced created from NV_blend_equation_advanced Supported by NVIDIA since r340 – June, 2014 — GL and ES profiles Supported natively on Maxwell and Tegra K1 GPUs — Otherwise implemented seamlessly with shaders on Fermi and Kepler Implements a subset of NV_blend_equation_advanced modes Maxwell and Tegra K1 also provide KHR_blend_equation_advanced_coherent — Doesn’t require glBlendBarrierKHR between primitives that double-hit color samples " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-49-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-49-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-49-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-49-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide50" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-49" alt="KHR_blend_equation_advanced Modes GL_MULTIPLY_KHR GL_SCREEN_KHR GL_OVERLAY_KHR GL_SOFTLIGHT_KHR GL_HARDLIGHT_KHR GL_COLORDODGE_KHR GL_COLORBURN_KHR GL_DARKEN_KHR GL_LIGHTEN_KHR GL_DIFFERENCE_KHR GL_EXCLUSION_KHR GL_HSL_HUE_KHR GL_HSL_SATURATION_KHR GL_HSL_COLOR_KHR GL_HSL_LUMINOSITY_KHR " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-50-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-50-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-50-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-50-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide51" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-50" alt="Get Texture Sub Image Like glGetTexImage, but now you can read a sub-region glGetTextureSubImage — DSA only variant void GetTextureSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, sizei width, sizei height, sizei depth, enum format, enum type, sizei bufSize, void * pixels); Direct State Access Robustness pixels yoffset xoffset width height For GL_TEXTURE_CUBE_MAP targets zoffset specifies face " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-51-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-51-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-51-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-51-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide52" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-51" alt="ARB_sparse_buffer Ability to have large buffer objects without the whole buffer being resident — Analogous to ARB_sparse_texture for buffer objects Application controls page residency 1) Create uncommitted buffer: glBufferStorage(,SPARSE_STORAGE_BIT_ARB) 2) Make pages resident: glBufferPageCommitmentARB(, offset, size, GL_TRUE); GL_SPARSE_BUFFER_PAGE_SIZE_ARB offset size " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-52-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-52-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-52-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-52-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide53" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-52" alt="Summary of GLSL 450 additions dFdxFine, dFdxCoarse, dFxyFine, dFdyCoarse textureSamples, imageSamples gl_CullDistance[gl_MaxCullDistances]; #version 310 es imageAtomicExchange on float gl_HelperInvocation gl_MaxSamples mix() on int, uint and bool " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-53-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-53-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-53-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-53-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide54" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-53" alt="OpenGL Demos on K1 Shield Tablet • Tegra K1 runs Android • Kepler GPU hardware in K1 supports the full OpenGL 4.5 feature set – Today 4.4, expect 4.5 support – OpenGL 4.5 is all the new stuff, plus tons of proven features • Tessellation, compute, instancing – Plus latest features: bindless, path rendering, blend modes • Demos use GameWorks framework – Write Android-ready OpenGL code that runs on Windows and Linux too " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-54-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-54-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-54-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-54-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide55" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-54" alt="Programmable Tessellation Demo on Android " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-55-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-55-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-55-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-55-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide56" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-55" alt="Programmable Tessellation Demo on Windows " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-56-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-56-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-56-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-56-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide57" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-56" alt="Build, Deploy, and Debug Android Native OpenGL Code Right in Visual Studio " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-57-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-57-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-57-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-57-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide58" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-57" alt="GameWorks Compute Shader Example layout (local_size_x =16, local_size_y = 16) in; layout(binding=0, rgba8) uniform mediump image2D inputImage; layout(binding=1, rgba8) uniform mediump image2D resultImage; void main() { float u = float(gl_GlobalInvocationID.x); float v = float(gl_GlobalInvocationID.y); vec4 inv = 1.0 - imageLoad(inputImage, ivec2(u,v)); imageStore(resultImage, ivec2(u,v), inv); } GLSL Compute Shader to invert an image " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-58-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-58-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-58-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-58-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide59" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-58" alt="Massive Compute Shader Particle Simulation " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-59-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-59-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-59-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-59-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide60" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-59" alt="Mega Geometry with Instancing glDrawElementsInstanced + glVertexAttribDivisor " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-60-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-60-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-60-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-60-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide61" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-60" alt="Getting GameWorks • Get Tegra Android Development Pack (TADP) – All the tools you need for Android development • Windows or Linux – Includes GameWorks samples • Samples also available on Github https://github.com/NVIDIAGameWorks/OpenGLSamples " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-61-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-61-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-61-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-61-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide62" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-61" alt="OpenGL Debug Features KHR_debug added to OpenGL 4.3 App has access to driver “stderr” message stream — Via Callback function or — Query of message queue Any object can have a meaningful “label” Driver can tell app about — Errors — Performance warnings — Hazards — Usage hints App can insert own events into stream for marking " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-62-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-62-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-62-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-62-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide63" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-62" alt="Why is my screen blank? void DrawTexture() { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(tex, 0, GL_R8, 32, 32, 0, GL_RED, GL_UNSIGNED_BYTE, pixels); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); { glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f( 1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, 1.0f); } glEnd(); SwapBuffers(); } Oops – Texture is incomplete! " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-63-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-63-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-63-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-63-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide64" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-63" alt="Enable Debug Can be done on-the-fly void GLAPIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { printf(“0x%X: %sn", id, message); } void DebugDrawTexture() { glDebugMessageCallback(DebugCallback, NULL); glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE); glEnable(GL_DEBUG_OUTPUT); DrawTexture(); } The callback function outputs: 0x20084: Texture state usage warning: Texture 1 has no mipmaps, while its min filter requires mipmap. Works in non-debug context! " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-64-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-64-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-64-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-64-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide65" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-64" alt="Give the texture a name Instead of “texture 1” – give it a name void DrawTexture() { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); GLchar texName[] = "Sky"; glObjectLabel(GL_TEXTURE, tex, sizeof texName, texName); ... } The callback function outputs: 0x20084: Texture state usage warning: Texture Sky has no mipmaps, while its min filter requires mipmap. " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-65-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-65-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-65-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-65-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide66" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-65" alt="Organize your debug trace Lots of text can get unwieldy — What parts of my code does this error apply? Use synchronous debug output: — glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); — Effectively disables dual-core driver — So your callback goes to your calling application thread — Instead of a driver internal thread Use groups and markers — App injects markers to notate debug output — Push/pop groups to easily control volume " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-66-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-66-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-66-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-66-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide67" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-66" alt="Notating debug with groups Use a group void DebugDrawTexture() { ... GLchar groupName[] = "DrawTexture"; glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0x1234, sizeof groupName, groupName); glDebugOutputControl(...); // Can change volume if needed DrawTexture(); glPopDebugGroup(); // Old debug volume restored } Improved output 0x1234: DrawTexture PUSH 0x20084: Texture state usage warning: Texture Sky has no mipmaps, while its min filter requires mipmap. 0x1234: DrawTexture POP " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-67-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-67-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-67-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-67-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide68" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-67" alt="Debug the easy way " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-68-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-68-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-68-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-68-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide69" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-68" alt="Nsight: Interactive OpenGL debugging Frame Debugging and Profiling Shader Debugging and Pixel History Frame Debugging and Dynamic Shader Editing OpenGL API & Hardware Trace Supports up to OpenGL 4.2 Core — And a bunch of useful extensions https://developer.nvidia.com/nvidia-nsight-visual-studio-edition " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-69-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-69-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-69-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-69-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide70" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-69" alt="OpenGL related Linux improvements Support for EGL on desktop Linux within X11 (r331) OpenGL-based Framebuffer Capture (NvFBC), for remote graphics (r331) Support for Quad-Buffered stereo + Composite X extension (GLX_EXT_stereo_tree) (r337) Support for G-SYNC (Variable Refresh Rate) (r340) Support for Tegra K1: NVIDIA SOC with Kepler graphics core — Linux Tegra K1 (Jetson) support leverages same X driver, OpenGL implementation as desktop NVIDIA GPUs — NVIDIA also contributing to Nouveau for K1 support Coming soon: Framebuffer Object creation dramatically faster! " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-70-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-70-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-70-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-70-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide71" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-70" alt="Beyond OpenGL 4.5 Path Rendering Path rendering and blend modes Resolution-independent 2D rendering Not your classic 3D hardware rendering Earlier Illustrator demo showed this NV_path_rendering + NV_blend_equation_advanced " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-71-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-71-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-71-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-71-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide72" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-71" alt="PostScript Tiger with Perspective Warping No textures! Paths rendered from resolution-independent 2D paths (outlines) " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-72-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-72-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-72-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-72-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide73" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-72" alt="Render Fancy Text from Outlines " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-73-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-73-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-73-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-73-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide74" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-73" alt="Paths + Text + 3D all at once " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-74-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-74-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-74-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-74-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide75" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-74" alt="Web Page Rendering every glyph from its outlines! " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-75-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-75-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-75-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-75-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide76" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-75" alt="Zoom in and visualize glyph outline control points " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-76-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-76-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-76-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-76-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide77" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-76" alt="Beyond OpenGL 4.5 Advanced scene rendering with ARB_multi_draw_indirect — Added to OpenGL 4.3 Bring even more processing onto the GPU with NV_bindless_multi_draw_indirect — Even less work for the CPU – no Vertex Buffer Object (VBO) binds between draws Covered in depth by Christoph Kubisch yesterday — SG4117: OpenGL Scene Rendering Techniques " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-77-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-77-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-77-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-77-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide78" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-77" alt="NV_bindless_multi_draw_indirect DrawIndirect combined with Bindless struct DrawElementsIndirect { GLuint count; GLuint instanceCount; GLuint firstIndex; GLint baseVertex; GLuint baseInstance; } struct BindlessPtr { Gluint index; Gluint reserved; GLuint64 address; GLuint64 length; } struct DrawElementsIndirectBindlessCommandNV { DrawElementsIndirect cmd; GLuint reserved; BindlessPtr index; BindlessPtr vertex[]; } Change vertex buffers per draw iteration! Change index buffer per draw iteration! MultiDrawElementsIndirectBindlessNV(enum mode, enum type, const void *indirect, sizei drawCount, sizei stride, int vertexBufferCount); Caveat: Does the CPU know the drawCount? The GL_BUFFER_GPU_ADDRESS_NV of the buffer object " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-78-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-78-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-78-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-78-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide79" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-78" alt="NV_bindless_multi_draw_indirect_count Source the drawCount from a buffer object void MultiDrawElementsIndirectBindlessCountNV( enum mode, enum type, const void * indirect, intptr drawCount, sizei maxDrawCount, sizei stride, int vertexBufferCount ); drawCount now an offset into the bound GL_PARAMETER_BUFFER_ARB buffer range. " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-79-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-79-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-79-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-79-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide80" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-79" alt="Khronos OpenGL BOF at SIGGRAPH Date: Wednesday, August 13 2014 Venue: Marriott Pinnacle Hotel, next to the Convention Center Website: http://s2014.siggraph.org Times: 5pm-7pm OpenGL and OpenGL ES Track BOF After-Party: 7:30pm until late — Rumor: Free beer and door prizes " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-80-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-80-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-80-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-80-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div><div><div id="slide81" class="VerticalSlide_root__jU_9r slide-item" style="aspect-ratio:864 / 486" data-cy="slide-container"><div class="VerticalSlideImage_root__64KSA"><img id="slide-image-80" alt="Questions? " class="vertical-slide-image VerticalSlideImage_image__VtE4p" data-testid="vertical-slide-image" loading="lazy" srcSet="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-81-320.jpg 320w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-81-638.jpg 638w, https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/75/OpenGL-4-5-Update-for-NVIDIA-GPUs-81-2048.jpg 2048w" src="https://image.slidesharecdn.com/siggraph2014-opengl-4-140812133653-phpapp01/85/OpenGL-4-5-Update-for-NVIDIA-GPUs-81-320.jpg" sizes="100vw"/></div><!--$--><!--/$--></div></div></div></div></div><!--$--><div class="RelatedContent_root__29Np1"><div class="RelatedContent_wrapper__riU7l"><h2 class="Heading_heading__3MAvZ Heading_h2__f9yvs RelatedContent_title__QUhpL">More Related Content</h2><div></div><div></div><div id="between-recs-ad-1-container" class="freestar-ad-container FreestarAdContainer_root__qPPC_" style="--fallback-aspect-ratio:undefined / undefined"><div><div class="" id="between-recs-ad-1"></div></div></div><div></div><div id="between-recs-ad-2-container" class="freestar-ad-container FreestarAdContainer_root__qPPC_" style="--fallback-aspect-ratio:undefined / undefined"><div><div class="" id="between-recs-ad-2"></div></div></div><div></div><div></div></div></div><!--/$--><div class="Transcript_root__Vrf6Q"><h2 class="Transcript_title__YgAka"><span class="Icon_root__AjZyv" style="--size:24px"><span class="Icon_icon__4zzsG" style="mask-image:url(https://public.slidesharecdn.com/_next/static/media/file.5db1ba24.svg);background-color:currentColor"></span><span class="sr-only"></span></span>OpenGL 4.5 Update for NVIDIA GPUs</h2><div><ul class="Transcript_list__faItj"><div><li>1. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#1">SG4121: OPENGL 4.5 </a> UPDATE FOR NVIDIA GPUS Mark Kilgard Principal System Software Engineer, NVIDIA Piers Daniell Senior Graphics Software Engineer, NVIDIA </li></div><div><li>2. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#2">Mark Kilgard • Principal </a> System Software Engineer – OpenGL driver and API evolution – Cg (“C for graphics”) shading language – GPU-accelerated path rendering • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial • Worked on OpenGL for 20+ years </li></div><div><li>3. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#3">Piers Daniell • Senior </a> Graphics Software Engineer • NVIDIA’s Khronos OpenGL representative – Since 2010 – Authored numerous OpenGL extension specifications now core • Leads OpenGL version updates – Since OpenGL 4.1 • 10+ years with NVIDIA </li></div><div><li>4. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#4">NVIDIA’s OpenGL Leverage Debugging </a> with Nsight Programmable Graphics Tegra Quadro OptiX GeForce Adobe Creative Cloud </li></div><div><li>5. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#5">Single 3D API </a> for Every Platform OS X Linux FreeBSD Solaris Android Windows </li></div><div><li>6. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#6">Adobe Creative Cloud: GPU-accelerated </a> Illustrator • 27 year old application – World’s leading graphics design application • 6 million users – Never used the GPU • Until this June 2014 • Adobe and NVIDIA worked to integrate NV_path_rendering into Illustrator CC 2014 </li></div><div></div><div><li>8. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#8">OpenGL 4.x Evolution </a> Major revision of OpenGL every year since OpenGL 3.0, 2008 Maintained full backwards compatibility 2010 2011 2012 2013 2014 OpenGL 4.0: Tessellation OpenGL 4.1: Shader mix-and-match, ES2 compatibility OpenGL 4.2: GLSL upgrades and shader image load store OpenGL 4.3: Compute shaders, SSBO, ES3 compatibility OpenGL 4.4: Persistently mapped buffers, multi bind ??? </li></div><div><li>9. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#9">Big News: OpenGL </a> 4.5 Released Today! Direct State Access (DSA) finally! Robustness OpenGL ES 3.1 compatibility Faster MakeCurrent DirectX 11 features for porting and emulation SubImage variant of GetTexImage Texture barriers Sparse buffers (ARB extension) </li></div><div><li>10. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#10">So OpenGL Evolution </a> Through 4.5 Major revision of OpenGL every year since 2008 Maintained full backwards compatibility 2010 2011 2012 2013 2014 OpenGL 4.0: Tessellation OpenGL 4.1: Shader mix-and-match, ES2 compatibility OpenGL 4.2: GLSL upgrades and shader image load store OpenGL 4.3: Compute shaders, SSBO, ES3 compatibility OpenGL 4.4: Persistently mapped buffers, multi bind OpenGL 4.5: Direct state access, robustness, ES3.1 </li></div><div><li>11. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#11">OpenGL Evolves Modularly • </a> Each core revision is specified as a set of extensions – Example: ARB_ES3_1_compatibility • Puts together all the functionality for ES 3.1 compatibility • Describe in its own text file – May have dependencies on other extensions • Dependencies are stated explicitly • A core OpenGL revision (such as OpenGL 4.5) “bundles” a set of agreed extensions — and mandates their mutual support – Note: implementations can also “unbundle” ARB extensions for hardware unable to support the latest core revision • So easiest to describe OpenGL 4.5 based on its bundled extensions… 4.5 ARB_direct_state_access ARB_clip_control many more … </li></div><div><li>12. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#12">OpenGL 4.5 as </a> extensions All new features to OpenGL 4.5 can be used with GL contexts 4.0 through 4.4 via extensions: — ARB_clip_control — ARB_conditional_render_inverted — ARB_cull_distance — ARB_shader_texture_image_samples — ARB_ES3_1_compatibility — ARB_direct_state_access — KHR_context_flush_control — ARB_get_texture_subimage — KHR_robustness — ARB_texture_barrier API Compatibility (Direct3D, OpenGL ES) API Improvements Browser security (WebGL) Texture & framebuffer memory consistency </li></div><div><li>13. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#13">Additional ARB extensions </a> Along with OpenGL 4.5, Khronos has released ARB extensions ARB_sparse_buffer DirectX 11 features — ARB_pipeline_statistics_query — ARB_transform_feedback_overflow_query NVIDIA supports the above on all OpenGL 4.x hardware — Fermi, Kepler and Maxwell — GeForce, Quadro and Tegra K1 </li></div><div><li>14. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#14">NVIDIA OpenGL 4.5 </a> beta Driver Available today! https://developer.nvidia.com/opengl-driver — Or just Google “opengl driver” – it’s the first hit! — Windows and Linux Supports all OpenGL 4.5 features and all ARB/KHR extensions Available on Fermi, Kepler and Maxwell GPUs — GeForce and Quadro — Desktop and Laptop </li></div><div><li>15. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#15">Using OpenGL 4.5 </a> OpenGL 4.5 has 118 New functions. Eek. How do you deal with all that? The easy way… Use the OpenGL Extension Wrangler (GLEW) — Release 1.11.0 already has OpenGL 4.5 support — http://glew.sourceforge.net/ </li></div><div><li>16. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#16">Direct State Access </a> (DSA) Read and modify object state directly without bind-to-edit Performance benefit in many cases Context binding state unmodified — Convenient for tools and middleware — Avoids redundant state changes Derived from EXT_direct_state_access </li></div><div><li>17. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#17">More Efficient Middleware void </a> Texture2D::SetMagFilter(Glenum filter) { GLuint oldTex; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex); glBindTexture(GL_TEXTURE_2D, m_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glBindTexture(GL_TEXTURE_2D, oldTex); } Before DSA After DSA void Texture2D::SetMagFilter(Glenum filter) { glTextureParameteri(m_tex, GL_TEXTURE_MAG_FILTER, filter); } </li></div><div><li>18. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#18">Simplified Code Before </a> DSA GLuint tex[2]; glGenTextures(2, tex); glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, tex[0]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, tex[1]); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4); After DSA GLuint tex[2]; glCreateTextures(GL_TEXTURE_2D, 2, tex); glTextureStorage2D(tex[0], 1, GL_RGBA8, 8, 8); glTextureStorage2D(tex[1], 1, GL_RGBA8, 4, 4); glBindTextures(0, 2, tex); </li></div><div><li>19. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#19">More Direct Framebuffer </a> Access Before DSA glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); DrawStuff(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, nonMsFBO); glBindFramebuffer(GL_READ_FRAMEBUFFER, msFBO); glBlitFramebuffer(...); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); After DSA glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); DrawStuff(); glBlitNamedFramebuffer(msFBO, nonMsFBO, ...); </li></div><div><li>20. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#20">DSA Create Functions glCreate </a> Creates glCreateBuffers Buffer Objects glCreateRenderbuffers Renderbuffer Objects glCreateTextures(<target>) Texture Objects of specific target glCreateFramebuffers Framebuffer Objects glCreateVertexArrays Vertex Array Objects glCreateProgramPipelines Program Pipeline Objects glCreateSamplers Sampler Objects glCreateQueries(<target>) Query Objects of a specific target Generates name AND creates object Bind-to-create not needed </li></div><div><li>21. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#21">DSA Texture Functions Non-DSA </a> DSA glGenTextures + glBindTexture glCreateTextures glTexStorage* glTextureStroage* glTexSubImage* glTextureSubImage* glCopyTexSubImage* glCopyTextureSubImage* glGetTexImage glGetTextureImage glCompressedTexSubImage* glCompressedTextureSubImage* glGetCompressedTexImage glGetCompressedTextureImage glActiveTexture + glBindTexture glBindTextureUnit glTexBuffer[Range] glTextureBuffer[Range] glGenerateMipmap glGenerateTextureMipmap gl[Get]TexParameter* gl[Get]TextureParameter* </li></div><div><li>22. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#22">DSA Renderbuffer Functions Non-DSA </a> DSA glGenRenderbuffers + glBindRenderbuffer glCreateRenderbuffers glRenderbufferStorage* glNamedRenderbufferStorage* glGetRenderbufferParameteriv glGetNamedRenderbufferParameteriv </li></div><div><li>23. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#23">DSA Framebuffer Functions Non-DSA </a> DSA glGenFramebuffers + glBindFramebuffer glCreateFramebuffers glFramebufferRenderbuffer glNamedFramebufferRenderbuffer glFramebufferTexture[Layer] glNamedFramebufferTexture[Layer] glDrawBuffer[s] glNamedFramebufferDrawBuffer[s] glReadBuffer glNamedFramebufferReadBuffer glInvalidateFramebuffer[Sub]Data glInvalidateNamedFramebuffer[Sub]Data glClearBuffer* glClearNamedFramebuffer* glBlitFramebuffer glBlitNamedFramebuffer glCheckFramebufferStatus glCheckNamedFramebufferStatus glFramebufferParameteri glNamedFramebufferParameteri glGetFramebuffer*Parameter* glGetNamedFramebuffer*Parameter* </li></div><div><li>24. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#24">DSA Buffer Object </a> Functions Non-DSA DSA glGenBuffers + glBindBuffer glCreateBuffers glBufferStorage glNamedBufferStorage glBuffer[Sub]Data glNamedBuffer[Sub]Data glCopyBufferSubData glCopyNamedBufferSubData glClearBuffer[Sub]Data glClearNamedBuffer[Sub]Data glMapBuffer[Range] glMapNamedBuffer[Range] glUnmapBuffer glUnmapNamedBuffer glFlushMappedBufferRange glFlushMappedNamedBufferRange glGetBufferParameteri* glGetNamedBufferParameteri* glGetBufferPointerv glGetNamedBufferPointerv glGetBufferSubData glGetNamedBufferSubData </li></div><div><li>25. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#25">DSA Transform Feedback </a> Functions Non-DSA DSA glGenTransformFeedbacks + glBind glCreateTransformFeedbacks glBindBuffer{Base|Range} glTransformFeedbackBuffer{Base|Range} glGetInteger* glGetTransformFeedbacki* </li></div><div><li>26. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#26">DSA Vertex Array </a> Object (VAO) Functions Non-DSA DSA glGenVertexArrays + glBindVertexArray glCreateVertexArrays glEnableVertexAttribArray glEnableVertexArrayAttrib glDisableVertexAttribArray glDisableVertexArrayAttrib glBindBuffer(ELEMENT_ARRAY_BUFFER) glVertexArrayElementBuffer glBindVertexBuffer[s] glVertexArrayVertexBuffer[s] glVertexAttrib*Format glVertexArrayAttrib*Format glVertexBindingDivisor glVertexArrayBindingDivisor glGetInteger* glGetVertexArray* </li></div><div><li>27. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#27">EXT_direct_state_access Differences Only </a> OpenGL 4.5 core functionality supported Some minor name changes to some functions — Mostly the same, but drops EXT suffix TextureParameterfEXT -> TextureParameterf — VAO function names shortened glVertexArrayVertexBindingDivisorEXT -> glVertexArrayBindingDivisor — Texture functions no longer require a target parameter Target comes from glCreateTextures(<target>,) Use “3D” functions with CUBE_MAP where z specifies the face DSA functions can no longer create objects — Use glCreate* functions to create name and object at once </li></div><div><li>28. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#28">Robustness ARB_robustness functionality </a> now part of OpenGL 4.5 — Called KHR_robustness for use with OpenGL ES too — Does not include compatibility functions Adds “safe” APIs for queries that return data to user pointers Adds mechanism for app to learn about GPU resets — Due to my app or some other misbehaving app Stronger out-of-bounds behavior — No more undefined behavior Used by WebGL implementations to deal with Denial of Service (DOS) attacks </li></div><div><li>29. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#29">Robustness API Before </a> Robustness GLubyte tooSmall[NOT_BIG_ENOUGH]; glReadPixels(0, 0, H, W, GL_RGBA, GL_UNSIGNED_BYTE, tooSmall); // CRASH!! After Robustness GLubyte tooSmall[NOT_BIG_ENOUGH]; glReadnPixels(0, 0, H, W, GL_RGBA, GL_UNSIGNED_BYTE, sizeof tooSmall, tooSmall); // No CRASH, glGetError() returns INVALID_OPERATION </li></div><div><li>30. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#30">Robustness Reset Notification </a> Typical render loop with reset check while (!quit) { DrawStuff(); SwapBuffers(); if (glGetGraphicsResetStatus() != GL_NO_ERROR) { quit = true; } } DestroyContext(glrc); Reset is asynchronous — GL will behave as normal after a reset event but rendering commands may not produce the right results — The GL context should be destroyed — Notify the user </li></div><div><li>31. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#31">OpenGL ES 3.1 </a> Compatibility Adds new ES 3.1 features not already in GL Also adds #version 310 es GLSL shader support Compatibility profile required for full superset — ES 3.1 allows client-side vertex arrays — Allows application generated object names — Has default Vertex Array Object (VAO) Desktop provides great development platform for ES 3.1 content </li></div><div><li>32. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#32">Desktop features in </a> an ES profile NVIDA GPUs provide all ANDROID_extension_pack_es31a features in an ES profile — Geometry, Tessellation, Advanced blending, etc. Scene from Epic’s “Rivarly” OpenGL ES 3.1 + AEP demo running on Tegra K1 </li></div><div><li>33. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#33">Using OpenGL ES </a> 3.1 on Desktop The Windows WGL way int attribList[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 1, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_ES_PROFILE_BIT_EXT, 0 }; HGLRC hglrc = wglCreateContextAttribsARB(wglGetCurrentDC(), NULL, attribList); wglMakeCurrent(wglGetCurrentDC(), hglrc); On NVIDIA GPUs this is a fully conformant OpenGL ES 3.1 implementation — http://www.khronos.org/conformance/adopters/conformant-products </li></div><div><li>34. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#34">New OpenGL ES </a> 3.1 features glMemoryBarrierByRegion — Like glMemoryBarrier, but potentially more efficient on tillers GLSL functionality — imageAtomicExchange() support for float32 — gl_HelperInvocation fragment shader input Know which pixels won’t get output Skip useless cycles or unwanted side-effects — mix() function now supports int, uint and bool — gl_MaxSamples Implementation maximum sample count </li></div><div><li>35. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#35">Faster MakeCurrent An </a> implicit glFlush is called on MakeCurrent — Makes switching contexts slow New WGL and GLX extensions allow glFlush to be skipped — Commands wait in context queue — App has more control over flush Provides 2x MakeCurrent performance boost StartTimer(); for (int i = 0; i < iterations; ++i) { DrawSimpleTriangle(); wglMakeCurrent(context[i % 2]); } StopTimer(); </li></div><div><li>36. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#36">Disable Implicit glFlush </a> on MakeCurrent The Windows way with WGL int attribList[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 4, WGL_CONTEXT_MINOR_VERSION_ARB, 5, WGL_CONTEXT_RELEASE_BEHAVIOR_ARB, WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB, 0 }; HGLRC hglrc = wglCreateContextAttribsARB(wglGetCurrentDC(), NULL, attribList); wglMakeCurrent(wglGetCurrentDC(), hglrc); </li></div><div><li>37. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#37">DirectX 11 Features </a> ARB_clip_control ARB_conditional_render_inverted ARB_cull_distance ARB_derivative_control ARB_shader_texture_image_samples ARB_pipeline_statistics_query (ARB extension) ARB_transform_feedback_overflow_query (ARB extension) </li></div><div><li>38. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#38">ARB_clip_control glClipControl(origin, depthMode); — </a> y-origin can be flipped during viewport transformation — Depth clip range can be [0,1] instead of [-1,1] depthMode = GL_NEGATIVE_ONE_TO_ONE: Zw = ((f-n)/2) * Zd + (n+f)/2 depthMode = GL_ZERO_TO_ONE: Zw = (f-n) * Zd + n — Provides direct mapping of [0,1] depth clip coordinates to [0,1] depth buffer values when f=1 and n=0 No precision loss origin=GL_LOWER_LEFT origin=GL_UPPER_LEFT </li></div><div><li>39. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#39">ARB_conditional_render_inverted Allow conditional </a> render to use the negated query result Matches the DX11 ::SetPredication(, PredicateValue) option Query result negation only happens to landed result — Otherwise rendering takes place GLuint predicate; glCreateQueries(GL_SAMPLES_PASSED, 1, & predicate); glBeginQuery(GL_SAMPLES_PASSED, predicate); DrawNothing(); // Draws nothing glEndQuery(GL_SAMPLES_PASSED); glBeginConditionalRender(predicate, GL_QUERY_WAIT_INVERTED); DrawStuff(); // Scene is rendered since SAMPLES_PASSED==0 glEndConditionalRender(); More useful with other query targets like GL_TRANSFORM_FEEDBACK_OVERFLOW </li></div><div><li>40. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#40">ARB_cull_distance Adds new </a> gl_CullDistance[n] to Vertex, Tessellation, and Geometry shaders (VS, TCS, TES and GS) Like gl_ClipDistance except when any vertex has negative distance whole primitive is culled Matches DX11 SV_CullDistance[n] Clipping Plane Negative gl_ClipDistance Positive gl_ClipDistance Clipped Clipping Plane Negative gl_CullDistance Positive gl_CullDistance Culled </li></div><div><li>41. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#41">ARB_derivative_control Adds “coarse” </a> and “fine” variant of GLSL derivative functions dFdxCoarse, dFdyCoarse — Potentially faster performance dFdxFine, dFdyFine — More correct — Default behavior of old dFdx and dFdy functions fwidthCoarse and fwidthFine are also added 2x2 Quad Fragment dFdxCoarse = = 2x2 Quad Fragment dFdxFine= = dFdxFine </li></div><div><li>42. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#42">ARB_shader_texture_image_samples New GLSL </a> built-ins to query the sample count of multi-sample texture and image resources — textureSamples — imageSamples Equivalent to the NumberOfSamples return with the GetDimensions query in HLSL #version 450 core uniform sample2DMS tex; out vec4 color; void main() { if (textureSamples(tex) > 2) { color = DoFancyDownsample(tex); } else { color = DoSimpleDownsample(tex); } } </li></div><div><li>43. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#43">ARB_pipeline_statistics_query New queries </a> for profiling and DX11 compatibility — GL_VERTICES_SUBMITTED Number of vertices submitted to the GL — GL_PRIMITIVES_SUBMITTED Number of primitives submitted to the GL — GL_VERTEX_SHADER_INVOCATIONS Number of times the vertex shader has been invoked — GL_TESS_CONTROL_SHADER_PATCHES Number of patches processed by the tessellation control shader — GL_TESS_EVALUATION_SHADER_INVOCATIONS Number of times the tessellation control shader has been invoked </li></div><div><li>44. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#44">ARB_pipeline_statistics_query cont. More </a> queries — GL_GEOMETRY_SHADER_INVOCATIONS Number of times the geometry shader has been invoked — GL_GEOMETRY_SHEDER_PRIMITIVES_EMITTED Total number of primitives emitted by geometry shader — GL_FRAGMENT_SHADER_INVOCATIONS Number of times the fragment shader has been invoked — GL_COMPUTE_SHADER_INVOCATIONS Number of time the compute shader has been invoked — GL_CLIPPING_INPUT_PRIMITIVES — GL_CLIPPINT_OUTPUT_PRIMITIVES Input and output primitives of the clipping stage </li></div><div><li>45. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#45">ARB_transform_feedback_overflow_query Target queries </a> to indicate Transform Feedback Buffer overflow — GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB — GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB Use glBeginQueryIndex to specify specific stream The result of which can be used with conditional render GLuint predicate; glCreateQueries(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB, 1, & predicate); glBeginQuery(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB, predicate); glBeginTransformFeedback(GL_TRIANGLES); DrawLotsOfStuff(); glEndTransformFeedback(); glEndQuery(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB); glBeginConditionalRender(predicate, GL_QUERY_NO_WAIT_INVERTED); DrawStuff(); // Scene not rendered if XFB overflowed buffers glEndConditionalRender(); </li></div><div><li>46. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#46">… glEnd() // </a> DX11 Features </li></div><div><li>47. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#47">Texture Barrier Allows </a> rendering to a bound texture — Use glTextureBarrier() to safely read previously written texels — Behavior is now defined with use of texture barriers Allows render-to-texture algorithms to ping-pong without expensive Framebuffer Object (FBO) changes — Bind 2D texture array for texturing and as a layered FBO attachment Draw gl_Layer=0 glTextureBarrier() texture Draw gl_Layer=1 texture </li></div><div><li>48. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#48">Programmable Blending Limited </a> form of programmable blending with non-self- overlapping draw calls — Bind texture as a render target and for texturing glBindTexture(GL_TEXTURE_2D, tex); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0); dirtybbox.empty(); foreach (object in scene) { if (dirtybbox.overlaps(object.bbox())) { glTextureBarrier(); dirtybbox.empty(); } object.draw(); dirtybbox = bound(dirtybbox, object.bbox()); } </li></div><div><li>49. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#49">Advanced Blending KHR_blend_equation_advanced </a> created from NV_blend_equation_advanced Supported by NVIDIA since r340 – June, 2014 — GL and ES profiles Supported natively on Maxwell and Tegra K1 GPUs — Otherwise implemented seamlessly with shaders on Fermi and Kepler Implements a subset of NV_blend_equation_advanced modes Maxwell and Tegra K1 also provide KHR_blend_equation_advanced_coherent — Doesn’t require glBlendBarrierKHR between primitives that double-hit color samples </li></div><div><li>50. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#50">KHR_blend_equation_advanced Modes GL_MULTIPLY_KHR </a> GL_SCREEN_KHR GL_OVERLAY_KHR GL_SOFTLIGHT_KHR GL_HARDLIGHT_KHR GL_COLORDODGE_KHR GL_COLORBURN_KHR GL_DARKEN_KHR GL_LIGHTEN_KHR GL_DIFFERENCE_KHR GL_EXCLUSION_KHR GL_HSL_HUE_KHR GL_HSL_SATURATION_KHR GL_HSL_COLOR_KHR GL_HSL_LUMINOSITY_KHR </li></div><div><li>51. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#51">Get Texture Sub </a> Image Like glGetTexImage, but now you can read a sub-region glGetTextureSubImage — DSA only variant void GetTextureSubImage(uint texture, int level, int xoffset, int yoffset, int zoffset, sizei width, sizei height, sizei depth, enum format, enum type, sizei bufSize, void * pixels); Direct State Access Robustness pixels yoffset xoffset width height For GL_TEXTURE_CUBE_MAP targets zoffset specifies face </li></div><div><li>52. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#52">ARB_sparse_buffer Ability to </a> have large buffer objects without the whole buffer being resident — Analogous to ARB_sparse_texture for buffer objects Application controls page residency 1) Create uncommitted buffer: glBufferStorage(,SPARSE_STORAGE_BIT_ARB) 2) Make pages resident: glBufferPageCommitmentARB(, offset, size, GL_TRUE); GL_SPARSE_BUFFER_PAGE_SIZE_ARB offset size </li></div><div><li>53. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#53">Summary of GLSL </a> 450 additions dFdxFine, dFdxCoarse, dFxyFine, dFdyCoarse textureSamples, imageSamples gl_CullDistance[gl_MaxCullDistances]; #version 310 es imageAtomicExchange on float gl_HelperInvocation gl_MaxSamples mix() on int, uint and bool </li></div><div><li>54. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#54">OpenGL Demos on </a> K1 Shield Tablet • Tegra K1 runs Android • Kepler GPU hardware in K1 supports the full OpenGL 4.5 feature set – Today 4.4, expect 4.5 support – OpenGL 4.5 is all the new stuff, plus tons of proven features • Tessellation, compute, instancing – Plus latest features: bindless, path rendering, blend modes • Demos use GameWorks framework – Write Android-ready OpenGL code that runs on Windows and Linux too </li></div><div><li>55. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#55">Programmable Tessellation Demo on </a> Android </li></div><div><li>56. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#56">Programmable Tessellation Demo on </a> Windows </li></div><div><li>57. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#57">Build, Deploy, and </a> Debug Android Native OpenGL Code Right in Visual Studio </li></div><div><li>58. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#58">GameWorks Compute Shader </a> Example layout (local_size_x =16, local_size_y = 16) in; layout(binding=0, rgba8) uniform mediump image2D inputImage; layout(binding=1, rgba8) uniform mediump image2D resultImage; void main() { float u = float(gl_GlobalInvocationID.x); float v = float(gl_GlobalInvocationID.y); vec4 inv = 1.0 - imageLoad(inputImage, ivec2(u,v)); imageStore(resultImage, ivec2(u,v), inv); } GLSL Compute Shader to invert an image </li></div><div><li>59. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#59">Massive Compute Shader </a> Particle Simulation </li></div><div><li>60. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#60">Mega Geometry with </a> Instancing glDrawElementsInstanced + glVertexAttribDivisor </li></div><div><li>61. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#61">Getting GameWorks • Get </a> Tegra Android Development Pack (TADP) – All the tools you need for Android development • Windows or Linux – Includes GameWorks samples • Samples also available on Github https://github.com/NVIDIAGameWorks/OpenGLSamples </li></div><div><li>62. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#62">OpenGL Debug Features </a> KHR_debug added to OpenGL 4.3 App has access to driver “stderr” message stream — Via Callback function or — Query of message queue Any object can have a meaningful “label” Driver can tell app about — Errors — Performance warnings — Hazards — Usage hints App can insert own events into stream for marking </li></div><div><li>63. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#63">Why is my </a> screen blank? void DrawTexture() { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexImage2D(tex, 0, GL_R8, 32, 32, 0, GL_RED, GL_UNSIGNED_BYTE, pixels); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); { glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f( 1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, 1.0f); } glEnd(); SwapBuffers(); } Oops – Texture is incomplete! </li></div><div><li>64. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#64">Enable Debug Can </a> be done on-the-fly void GLAPIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { printf(“0x%X: %sn", id, message); } void DebugDrawTexture() { glDebugMessageCallback(DebugCallback, NULL); glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE); glEnable(GL_DEBUG_OUTPUT); DrawTexture(); } The callback function outputs: 0x20084: Texture state usage warning: Texture 1 has no mipmaps, while its min filter requires mipmap. Works in non-debug context! </li></div><div><li>65. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#65">Give the texture </a> a name Instead of “texture 1” – give it a name void DrawTexture() { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); GLchar texName[] = "Sky"; glObjectLabel(GL_TEXTURE, tex, sizeof texName, texName); ... } The callback function outputs: 0x20084: Texture state usage warning: Texture Sky has no mipmaps, while its min filter requires mipmap. </li></div><div><li>66. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#66">Organize your debug </a> trace Lots of text can get unwieldy — What parts of my code does this error apply? Use synchronous debug output: — glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); — Effectively disables dual-core driver — So your callback goes to your calling application thread — Instead of a driver internal thread Use groups and markers — App injects markers to notate debug output — Push/pop groups to easily control volume </li></div><div><li>67. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#67">Notating debug with </a> groups Use a group void DebugDrawTexture() { ... GLchar groupName[] = "DrawTexture"; glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0x1234, sizeof groupName, groupName); glDebugOutputControl(...); // Can change volume if needed DrawTexture(); glPopDebugGroup(); // Old debug volume restored } Improved output 0x1234: DrawTexture PUSH 0x20084: Texture state usage warning: Texture Sky has no mipmaps, while its min filter requires mipmap. 0x1234: DrawTexture POP </li></div><div><li>68. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#68">Debug the easy </a> way </li></div><div><li>69. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#69">Nsight: Interactive OpenGL </a> debugging Frame Debugging and Profiling Shader Debugging and Pixel History Frame Debugging and Dynamic Shader Editing OpenGL API & Hardware Trace Supports up to OpenGL 4.2 Core — And a bunch of useful extensions https://developer.nvidia.com/nvidia-nsight-visual-studio-edition </li></div><div><li>70. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#70">OpenGL related Linux </a> improvements Support for EGL on desktop Linux within X11 (r331) OpenGL-based Framebuffer Capture (NvFBC), for remote graphics (r331) Support for Quad-Buffered stereo + Composite X extension (GLX_EXT_stereo_tree) (r337) Support for G-SYNC (Variable Refresh Rate) (r340) Support for Tegra K1: NVIDIA SOC with Kepler graphics core — Linux Tegra K1 (Jetson) support leverages same X driver, OpenGL implementation as desktop NVIDIA GPUs — NVIDIA also contributing to Nouveau for K1 support Coming soon: Framebuffer Object creation dramatically faster! </li></div><div><li>71. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#71">Beyond OpenGL 4.5 </a> Path Rendering Path rendering and blend modes Resolution-independent 2D rendering Not your classic 3D hardware rendering Earlier Illustrator demo showed this NV_path_rendering + NV_blend_equation_advanced </li></div><div><li>72. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#72">PostScript Tiger with </a> Perspective Warping No textures! Paths rendered from resolution-independent 2D paths (outlines) </li></div><div><li>73. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#73">Render Fancy Text </a> from Outlines </li></div><div><li>74. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#74">Paths + Text </a> + 3D all at once </li></div><div><li>75. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#75">Web Page Rendering every </a> glyph from its outlines! </li></div><div><li>76. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#76">Zoom in and visualize glyph </a> outline control points </li></div><div><li>77. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#77">Beyond OpenGL 4.5 </a> Advanced scene rendering with ARB_multi_draw_indirect — Added to OpenGL 4.3 Bring even more processing onto the GPU with NV_bindless_multi_draw_indirect — Even less work for the CPU – no Vertex Buffer Object (VBO) binds between draws Covered in depth by Christoph Kubisch yesterday — SG4117: OpenGL Scene Rendering Techniques </li></div><div><li>78. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#78">NV_bindless_multi_draw_indirect DrawIndirect combined </a> with Bindless struct DrawElementsIndirect { GLuint count; GLuint instanceCount; GLuint firstIndex; GLint baseVertex; GLuint baseInstance; } struct BindlessPtr { Gluint index; Gluint reserved; GLuint64 address; GLuint64 length; } struct DrawElementsIndirectBindlessCommandNV { DrawElementsIndirect cmd; GLuint reserved; BindlessPtr index; BindlessPtr vertex[]; } Change vertex buffers per draw iteration! Change index buffer per draw iteration! MultiDrawElementsIndirectBindlessNV(enum mode, enum type, const void *indirect, sizei drawCount, sizei stride, int vertexBufferCount); Caveat: Does the CPU know the drawCount? The GL_BUFFER_GPU_ADDRESS_NV of the buffer object </li></div><div><li>79. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#79">NV_bindless_multi_draw_indirect_count Source the </a> drawCount from a buffer object void MultiDrawElementsIndirectBindlessCountNV( enum mode, enum type, const void * indirect, intptr drawCount, sizei maxDrawCount, sizei stride, int vertexBufferCount ); drawCount now an offset into the bound GL_PARAMETER_BUFFER_ARB buffer range. </li></div><div><li>80. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#80">Khronos OpenGL BOF </a> at SIGGRAPH Date: Wednesday, August 13 2014 Venue: Marriott Pinnacle Hotel, next to the Convention Center Website: http://s2014.siggraph.org Times: 5pm-7pm OpenGL and OpenGL ES Track BOF After-Party: 7:30pm until late — Rumor: Free beer and door prizes </li></div><div><li>81. <a class="Transcript_link__MLbGS" href="https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750#81">Questions? </a></li></div></ul></div></div><div class="EditorsNotes_root__3PcDF"><h3 class="Heading_heading__3MAvZ Heading_h3__f1djd EditorsNotes_heading__XR9E6">Editor's Notes</h3><ol class="EditorsNotes_list__NcG5Y"><li class="EditorsNotes_item__ebBbj">2009 2 versions OpenGL 3.1 and 3.2 2010 3 versions OpenGL 3.3, 4.0 and 4.1 Can incrementally use new features without breaking your app What about 2014?</li><li class="EditorsNotes_item__ebBbj">I’ll go through all of these in more detail</li><li class="EditorsNotes_item__ebBbj">This is how the picture looks now… move on. Still </li><li class="EditorsNotes_item__ebBbj">OpenGL is made up of extensions…</li><li class="EditorsNotes_item__ebBbj">Here are all the extensions – grouped.</li><li class="EditorsNotes_item__ebBbj">Some OpenGL 4.x hardware can’t support these, so they aren’t in 4.5 core spec.</li><li class="EditorsNotes_item__ebBbj">Can I play with it today? Yes you can. GeForce 400 Series and up.</li><li class="EditorsNotes_item__ebBbj">GLEW with OpenGL 4.5 released today.</li><li class="EditorsNotes_item__ebBbj">First and biggest new feature of OpenGL 4.5 is DSA. Finally. Some binding is slow, especially things like framebuffer object. </li><li class="EditorsNotes_item__ebBbj">GetInteger may cause a stall – a client/server sync. The Bind has cost. </li><li class="EditorsNotes_item__ebBbj">Shorter, more concise code. No longer need to use an active texture selector. </li><li class="EditorsNotes_item__ebBbj">Just easier and nicer programmer. </li><li class="EditorsNotes_item__ebBbj">The new DSA commands don’t create objects. They only work on created objects. Convenient way to generate name and create object in one shot. </li><li class="EditorsNotes_item__ebBbj">The new texture functions don’t require a target parameter. All covered; texture creation, compressed textures, texture update and readback, state sets and gets, texbo and mipmap generation. Can all be done without binding. </li><li class="EditorsNotes_item__ebBbj">New to DSA. Can also manipulate framebuffer objects. Modify attachments. You can even clear the framebuffer and copy from one to another. </li><li class="EditorsNotes_item__ebBbj">All the buffer objects functions have DSA equivalents. </li><li class="EditorsNotes_item__ebBbj">All functions that operate on a vertex array object are now available in DSA. You can even modify the element array binding. </li><li class="EditorsNotes_item__ebBbj">Functions that dealt with compatibility like the ARB_image and matrix functions were left out. EXT_DSA functions can create objects. 4.5 DSA functions can’t. </li><li class="EditorsNotes_item__ebBbj">Accesses to out-of-bounds data is no longer undefined. GL termination is no longer and option. Writes are discarded and reads contained undefined data. WEB BROWER </li><li class="EditorsNotes_item__ebBbj">Example of a safe API. </li><li class="EditorsNotes_item__ebBbj">Example of polling for a reset notification. Provide some user feedback if the GPU got reset. </li><li class="EditorsNotes_item__ebBbj">OpenGL ES 3.1 released in March. OpenGL 4.5 includes the new functionality. </li><li class="EditorsNotes_item__ebBbj">NVIDIA GPUs support OpenGL ES 3.1 and all the recent extensions. </li><li class="EditorsNotes_item__ebBbj">OpenGL 4.5 is a super-set of OpenGL ES 3.1. But if you want to only use OpenGL ES 3.1 and the ES extensions, then create an ES profile.Our OpenGL ES 3.1 is fully conformance and listed at Khronos. </li><li class="EditorsNotes_item__ebBbj">We measured a 2x performance boost in MakeCurrent time with this simple implementation.</li><li class="EditorsNotes_item__ebBbj">Disabling implicit flush requires a new context. </li><li class="EditorsNotes_item__ebBbj">DX zero y-coordinate is left left – GL is bottom left. If you can’t modify the transform matrices in the shader simply flip the y-origin with glClipControl. Most useful when rendering to a texture when you want to keep the texcoords DX like. The depth scale when transforming device normalized coordinates to window coordinates is modified from [-1,-1] to [0,1]. Can provide direct mapping of you near/far planes. So there is no potential for numerical loss. </li><li class="EditorsNotes_item__ebBbj">Doesn’t make much sense for SAMPLES_PASSED. But good for some of the new query targets like GL_TRANSFORM_FEEDBACK_OVERFLOW. </li><li class="EditorsNotes_item__ebBbj">Using coarse may take less cycles than fine on some implementations. </li><li class="EditorsNotes_item__ebBbj">In shader query of the number of samples in a texture or image. </li><li class="EditorsNotes_item__ebBbj">New ARB extension.</li><li class="EditorsNotes_item__ebBbj">Compute invocations includes both dispatch and indirect dispatching. </li><li class="EditorsNotes_item__ebBbj">New ARB extension. REHEARSE </li><li class="EditorsNotes_item__ebBbj">Texture can be bound to both FBO and for texturing. Before this was an error. Rehearse </li><li class="EditorsNotes_item__ebBbj">Object must not self-intersect. Keep drawing objects until you hit an overlap. Issue the texture barrier and continue. </li><li class="EditorsNotes_item__ebBbj">Supported for a couple of months. Subset of NV_blend_equation_advanced which can be supported by more vendors. Maxwell and TK1 allow intersecting draws without having to use glBlendBarrier since it’s implemented native. We expose the _coherent extension for this.</li><li class="EditorsNotes_item__ebBbj">Not sure how this escaped GL for so long. Now you can finally read a sub image of a texture without having to read the whole thing. </li><li class="EditorsNotes_item__ebBbj">Sparse buffer, similar to sparse texture. Not whole buffer has to be resident. Writes to uncommitted pages are discarded and reads return undefined data. </li><li class="EditorsNotes_item__ebBbj">Flash slide. For your reference.</li><li class="EditorsNotes_item__ebBbj">Mark </li><li class="EditorsNotes_item__ebBbj">How do you debug GL in a platform agnostic way? KHR_debug Shipped for a couple of years now, but some folks haven’t heard of this. Got a question yesterday that can be answered by KHR_debug. All kinds of useful data. Like buffer placement and eviction, performance warnings.</li><li class="EditorsNotes_item__ebBbj">THIS ONE ANIMATES. – What’s wrong with this code? Uses compatibility is not the right answer! </li><li class="EditorsNotes_item__ebBbj">You don’t need a debug context to do this. </li><li class="EditorsNotes_item__ebBbj">Hard to tie debug output with the app. Use labels, markers and groups. </li><li class="EditorsNotes_item__ebBbj">Step frame by frame. Inspect pixels – where did the come from, what shaders were involved. Breakpoints and inspection of shaders. Interactive debugging. </li><li class="EditorsNotes_item__ebBbj">Linux improvements over the last year. EGL, Framebuffer capture, quad-buffered stereo, G-Sync monitors and Linux for Tegra K1. Order your Jetson development kit today! </li><li class="EditorsNotes_item__ebBbj">Finally one last feature we released recently. First – we already support this. Code on next page. </li><li class="EditorsNotes_item__ebBbj">What if you don’t know the drawCount – doing culling in the GPU for example? </li><li class="EditorsNotes_item__ebBbj">drawCount comes from a buffer object. </li></ol></div><div class="actions-menu-container ActionsMenu_root__4k507" data-cy="actions-menu-mobile"><div class="Tooltip_triggerWrapper___S2HG"><button type="button" class="Button_root__i1yp0 Button_secondary__hHiHI Button_text__ZT_3O Button_small__sqsEx Button_icon__1C4qi save-button" data-testid="button" aria-label="actions.save" data-saved="false" data-cy="loggedout-save-slideshow-button"><span class="Icon_root__AjZyv SaveLoggedOut_icon__ny9X2" style="--size:24px"><span class="Icon_icon__4zzsG" style="mask-image:url(https://public.slidesharecdn.com/_next/static/media/save.ef1812e2.svg);background-color:currentColor"></span><span class="sr-only"></span></span></button></div><button type="button" class="unstyled-button more-button MoreDropdownButton_trigger__x7wGs" 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13:36:53 UTC","description":"presented at SIGGRAPH 2014 in Vancouver during NVIDIA's \"Best of GTC\" sponsored sessions\r\n\r\n http://www.nvidia.com/object/siggraph2014-best-gtc.html\r\n\r\nWatch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.\r\n\r\n http://www.ustream.tv/recorded/51255959\r\n\r\nFind out more about the OpenGL examples for GameWorks:\r\n\r\n https://developer.nvidia.com/gameworks-opengl-samples","downloadKey":"541759de822b836d81f206cf9ff5daeab0663750994339bfd1e76258dc302bfd","editorsNotes":["2009 2 versions OpenGL 3.1 and 3.2\r2010 3 versions OpenGL 3.3, 4.0 and 4.1\rCan incrementally use new features without breaking your app\rWhat about 2014?","I’ll go through all of these in more detail","This is how the picture looks now… move on.\rStill \u000b","OpenGL is made up of extensions…","Here are all the extensions – grouped.","Some OpenGL 4.x hardware can’t support these, so they aren’t in 4.5 core spec.","Can I play with it today? Yes you can.\rGeForce 400 Series and up.","GLEW with OpenGL 4.5 released today.","First and biggest new feature of OpenGL 4.5 is DSA. Finally.\rSome binding is slow, especially things like framebuffer object.\r","GetInteger may cause a stall – a client/server sync.\rThe Bind has cost.\r","Shorter, more concise code.\rNo longer need to use an active texture selector.\r","Just easier and nicer programmer.\r","The new DSA commands don’t create objects.\rThey only work on created objects.\rConvenient way to generate name and create object in one shot.\r","The new texture functions don’t require a target parameter.\rAll covered; texture creation, compressed textures, texture update and readback, state sets and gets, texbo and mipmap generation. Can all be done without binding.\r","New to DSA.\rCan also manipulate framebuffer objects. Modify attachments. You can even clear the framebuffer and copy from one to another.\r","All the buffer objects functions have DSA equivalents.\r","All functions that operate on a vertex array object are now available in DSA.\rYou can even modify the element array binding.\r","Functions that dealt with compatibility like the ARB_image and matrix functions were left out.\rEXT_DSA functions can create objects. 4.5 DSA functions can’t.\r","Accesses to out-of-bounds data is no longer undefined. GL termination is no longer and option.\rWrites are discarded and reads contained undefined data.\r\rWEB BROWER\r","Example of a safe API.\r","Example of polling for a reset notification.\rProvide some user feedback if the GPU got reset.\r","OpenGL ES 3.1 released in March.\rOpenGL 4.5 includes the new functionality.\r","NVIDIA GPUs support OpenGL ES 3.1 and all the recent extensions.\r","OpenGL 4.5 is a super-set of OpenGL ES 3.1.\rBut if you want to only use OpenGL ES 3.1 and the ES extensions, then create an ES profile.\u000bOur OpenGL ES 3.1 is fully conformance and listed at Khronos.\r","We measured a 2x performance boost in MakeCurrent time with this simple implementation.","Disabling implicit flush requires a new context.\r","DX zero y-coordinate is left left – GL is bottom left.\rIf you can’t modify the transform matrices in the shader simply flip the y-origin with glClipControl.\rMost useful when rendering to a texture when you want to keep the texcoords DX like.\rThe depth scale when transforming device normalized coordinates to window coordinates is modified from [-1,-1] to [0,1]. Can provide direct mapping of you near/far planes. So there is no potential for numerical loss.\r","Doesn’t make much sense for SAMPLES_PASSED. But good for some of the new query targets like GL_TRANSFORM_FEEDBACK_OVERFLOW.\r","Using coarse may take less cycles than fine on some implementations.\r","In shader query of the number of samples in a texture or image.\r","New ARB extension.","Compute invocations includes both dispatch and indirect dispatching.\r","New ARB extension.\r\rREHEARSE\r","Texture can be bound to both FBO and for texturing. Before this was an error.\r\rRehearse\r","Object must not self-intersect.\rKeep drawing objects until you hit an overlap.\rIssue the texture barrier and continue.\r","Supported for a couple of months.\rSubset of NV_blend_equation_advanced which can be supported by more vendors.\rMaxwell and TK1 allow intersecting draws without having to use glBlendBarrier since it’s implemented native.\rWe expose the _coherent extension for this.\u000b","Not sure how this escaped GL for so long.\rNow you can finally read a sub image of a texture without having to read the whole thing.\r","Sparse buffer, similar to sparse texture.\rNot whole buffer has to be resident.\rWrites to uncommitted pages are discarded and reads return undefined data.\r","Flash slide. For your reference.\u000b","Mark\r","How do you debug GL in a platform agnostic way? KHR_debug\rShipped for a couple of years now, but some folks haven’t heard of this. Got a question yesterday that can be answered by KHR_debug.\rAll kinds of useful data. Like buffer placement and eviction, performance warnings.","THIS ONE ANIMATES. – What’s wrong with this code?\rUses compatibility is not the right answer!\r","You don’t need a debug context to do this.\r","Hard to tie debug output with the app.\rUse labels, markers and groups.\r","Step frame by frame. Inspect pixels – where did the come from, what shaders were involved.\rBreakpoints and inspection of shaders. Interactive debugging.\r","Linux improvements over the last year.\rEGL, Framebuffer capture, quad-buffered stereo, G-Sync monitors and Linux for Tegra K1.\rOrder your Jetson development kit today!\r","Finally one last feature we released recently.\rFirst – we already support this.\rCode on next page.\r","What if you don’t know the drawCount – doing culling in the GPU for example?\r","drawCount comes from a buffer object.\r"],"emailShareUrl":"mailto:?subject=Check out this SlideShare presentation\u0026body=https://www.slideshare.net/slideshow/opengl-45-update-for-nvidia-gpus/37922750","extension":"pptx","facebookShareUrl":"https://facebook.com/sharer.php?u=https%3A%2F%2Fwww.slideshare.net%2Fslideshow%2Fopengl-45-update-for-nvidia-gpus%2F37922750\u0026t=OpenGL+4.5+Update+for+NVIDIA+GPUs","genaiDescriptionCreatedAt":null,"genaiTest":"control","id":"37922750","iframeEmbed":{"url":"https://www.slideshare.net/slideshow/embed_code/key/3TwMAztPPZiShG","height":486,"width":597},"isIndexable":true,"isLikedByCurrentUser":false,"isPrivate":false,"isSeoTitleTestVariant":true,"isViewable":true,"language":"en","likes":46,"linkedinShareUrl":"https://www.linkedin.com/cws/share?url=https%3A%2F%2Fwww.slideshare.net%2Fslideshow%2Fopengl-45-update-for-nvidia-gpus%2F37922750\u0026trk=SLIDESHARE","downloadCount":490,"recommendationsByLocation":{"rightRail":[{"algorithmId":"5","displayTitle":"NVIDIA OpenGL 4.6 in 2017","isSavedByCurrentUser":false,"pageCount":112,"score":0.814426,"slideshowId":"78426422","sourceName":"cm_interact","strippedTitle":"nvgl17","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/siggraphkilgardnvidiaopenglin2017-170731201008-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document summarizes Mark Kilgard's presentation on NVIDIA's OpenGL support in 2017. 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It notes that driver overhead costs CPU cycles, cache, power, and GPU throughput. While OpenGL is often seen as old and inefficient, modern OpenGL features like bindless textures and indirect drawing allow decoupling the CPU and GPU, with the CPU writing commands to memory and the GPU reading them. This efficient model can provide speedups of 5-15x on driver-limited cases while working on existing drivers and hardware. It also enables scalable multi-threading without new APIs and GPU work creation through compute jobs.","tags":[],"url":"https://www.slideshare.net/slideshow/gl-efficiency/32590355","userLogin":"CassEveritt","userName":"Cass Everitt","viewCount":3296},{"algorithmId":"5","displayTitle":"OpenGL 4.4 - Scene Rendering Techniques","isSavedByCurrentUser":false,"pageCount":56,"score":0.808674,"slideshowId":"43492203","sourceName":"cm_interact","strippedTitle":"s4379-opengl44scenerenderingtechniques","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/tuq9luulsosocsjbihx7-signature-3a2a87be8e63e1de55b788f7f79aaa7579735627c4872928bfa368ed8b08f16a-poli-150113234003-conversion-gate02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"OpenGL 4.4 provides new features for accelerating scenes with many objects, which are typically found in professional visualization markets. This talk will provide details on the usage of the features and their effect on real-life models. Furthermore we will showcase how more work for rendering a scene can be off-loaded to the GPU, such as efficient occlusion culling or matrix calculations.\r\n\r\nVideo presentation here: http://on-demand.gputechconf.com/gtc/2014/video/S4379-opengl-44-scene-rendering-techniques.mp4","tags":["opengl","optimization","scene"],"url":"https://www.slideshare.net/slideshow/s4379-opengl44scenerenderingtechniques/43492203","userLogin":"Narann29","userName":"Narann29","viewCount":2460},{"algorithmId":"5","displayTitle":"Approaching zero driver overhead","isSavedByCurrentUser":false,"pageCount":130,"score":0.726833,"slideshowId":"32554457","sourceName":"cm_interact","strippedTitle":"approaching-zero-driver-overhead","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/approachingzerodriveroverhead-140320164055-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses approaches for reducing driver overhead in OpenGL applications. It introduces several OpenGL APIs that can be used to achieve this, including persistent mapped buffers for dynamic geometry, multi-draw indirect for batching draw calls, and packing 2D textures into arrays. Speakers then provide details on implementing these techniques and the performance improvements they provide, such as reducing overhead by 5-10x and allowing an order of magnitude more unique objects per frame. Bindless textures and sparse textures are also covered as advanced methods for further optimizing texture handling and memory usage.","tags":[],"url":"https://www.slideshare.net/slideshow/approaching-zero-driver-overhead/32554457","userLogin":"CassEveritt","userName":"Cass Everitt","viewCount":373601},{"algorithmId":"5","displayTitle":"OpenGL NVIDIA Command-List:\u000b Approaching Zero Driver Overhead","isSavedByCurrentUser":false,"pageCount":42,"score":0.726683,"slideshowId":"42337523","sourceName":"cm_interact","strippedTitle":"opengl-nvidia-commandlistapproaching-zerodriveroverhead","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/commandlistsiggraphasia2014-141204005310-conversion-gate02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This presentation introduces a new NVIDIA extension called Command-list.\r\nThe purpose of this presentation is to explain the basic concepts on how to use it and show what are the benefits.\r\n\r\nThe sample I used for the talk is here: https://github.com/nvpro-samples/gl_commandlist_bk3d_models\r\n\r\nThe driver for trying should be PreRelease 347.09\r\nhttp://www.nvidia.com/download/driverResults.aspx/80913/en-us","tags":["opengl","gpu","computergraphics"],"url":"https://www.slideshare.net/slideshow/opengl-nvidia-commandlistapproaching-zerodriveroverhead/42337523","userLogin":"tlorach","userName":"Tristan Lorach","viewCount":242671},{"algorithmId":"5","displayTitle":"NVIDIA OpenGL and Vulkan Support for 2017","isSavedByCurrentUser":false,"pageCount":61,"score":0.707786,"slideshowId":"78476639","sourceName":"cm_interact","strippedTitle":"nvidia-opengl-and-vulkan-support-for-2017","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/siggraphkilgardopenglandvulkansupportfor2017-170802024747-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Learn how NVIDIA continues improving both Vulkan and OpenGL for cross-platform graphics and compute development. This high-level talk is intended for anyone wanting to understand the state of Vulkan and OpenGL in 2017 on NVIDIA GPUs. For OpenGL, the latest standard update maintains the compatibility and feature-richness you expect. For Vulkan, NVIDIA has enabled the latest NVIDIA GPU hardware features and now provides explicit support for multiple GPUs. And for either API, NVIDIA's SDKs and Nsight tools help you develop and debug your application faster.\r\n\r\nNVIDIA booth theater presentation at SIGGRAPH in Los Angeles, August 1, 2017.\r\n\r\nhttp://www.nvidia.com/object/siggraph2017-schedule.html?id=sig1732\r\n\r\nGet your SIGGRAPH driver release with OpenGL 4.6 and the latest Vulkan functionality from\r\nhttps://developer.nvidia.com/opengl-driver","tags":["opengl","khronos","spir-v"],"url":"https://www.slideshare.net/Mark_Kilgard/nvidia-opengl-and-vulkan-support-for-2017","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":5211},{"algorithmId":"5","displayTitle":"Beyond porting","isSavedByCurrentUser":false,"pageCount":74,"score":0.697826,"slideshowId":"30219704","sourceName":"cm_interact","strippedTitle":"beyond-porting","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/beyondporting-140120112136-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Ever wondered how to use modern OpenGL in a way that radically reduces driver overhead? Then this talk is for you.\r\nJohn McDonald and Cass Everitt gave this talk at Steam Dev Days in Seattle on Jan 16, 2014.","tags":["opengl","steam","nvidia"],"url":"https://www.slideshare.net/slideshow/beyond-porting/30219704","userLogin":"CassEveritt","userName":"Cass Everitt","viewCount":69993},{"algorithmId":"5","displayTitle":"FrameGraph: Extensible Rendering Architecture in Frostbite","isSavedByCurrentUser":false,"pageCount":63,"score":0.697632,"slideshowId":"72795495","sourceName":"cm_interact","strippedTitle":"framegraph-extensible-rendering-architecture-in-frostbite","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gdc-framegraph-170304053435-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Talk by Yuriy O’Donnell at GDC 2017.\r\n\r\nThis talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.\r\n\r\nA graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.\r\n","tags":["frostbite","framegraph","rendering"],"url":"https://www.slideshare.net/slideshow/framegraph-extensible-rendering-architecture-in-frostbite/72795495","userLogin":"DICEStudio","userName":"Electronic Arts / DICE","viewCount":71397}],"whatsHot":[{"algorithmId":"5","displayTitle":"NVIDIA OpenGL in 2016","isSavedByCurrentUser":false,"pageCount":123,"score":0.687388,"slideshowId":"66696151","sourceName":"cm_interact","strippedTitle":"nvidia-opengl-in-2016","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/tz1z7aomq7awcfmdvqcg-signature-2116a99f130611e1d920f73a25e85ccaa3981fd57edb2917daa913d8104eb9ea-poli-161004030516-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Presented at SIGGRAPH 2016 in Anaheim at NVIDIA's \"Best of GTC\" sessions on Sunday, July 24, 2016 by Mark Kilgard and Jeffrey Kiel.","tags":["nvidia","nsight","conservative rasterization"],"url":"https://www.slideshare.net/slideshow/nvidia-opengl-in-2016/66696151","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":4856},{"algorithmId":"5","displayTitle":"Optimizing the Graphics Pipeline with Compute, GDC 2016","isSavedByCurrentUser":false,"pageCount":99,"score":0.674763,"slideshowId":"59747720","sourceName":"cm_interact","strippedTitle":"optimizing-the-graphics-pipeline-with-compute-gdc-2016","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gdc2016compute-160318234955-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. 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Experience with DirectX 12 and GCN is recommended, but not required.","tags":["2016","gdc","graphics pipeline"],"url":"https://www.slideshare.net/slideshow/optimizing-the-graphics-pipeline-with-compute-gdc-2016/59747720","userLogin":"gwihlidal","userName":"Graham Wihlidal","viewCount":136586},{"algorithmId":"5","displayTitle":"Five Rendering Ideas from Battlefield 3 \u0026 Need For Speed: The Run","isSavedByCurrentUser":false,"pageCount":96,"score":0.674535,"slideshowId":"8907879","sourceName":"cm_interact","strippedTitle":"five-rendering-ideas-from-battlefield-3-need-for-speed-the-run","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/bf3nfswhitebarrebriseboissiggraph2011-110818153837-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Siggraph 2011 talk by John White (NFS) \u0026 Colin Barre-Brisebois (BF3) at EA about rendering \u0026 performance","tags":["rendering","bf3","nfs"],"url":"https://www.slideshare.net/DICEStudio/five-rendering-ideas-from-battlefield-3-need-for-speed-the-run","userLogin":"DICEStudio","userName":"Electronic Arts / DICE","viewCount":32695},{"algorithmId":"5","displayTitle":"Advanced Scenegraph Rendering Pipeline","isSavedByCurrentUser":false,"pageCount":42,"score":0.674321,"slideshowId":"43492403","sourceName":"cm_interact","strippedTitle":"advanced-scenegraph-rendering-pipeline","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/dituu22tms0ujubzipgm-signature-3a2a87be8e63e1de55b788f7f79aaa7579735627c4872928bfa368ed8b08f16a-poli-150113235132-conversion-gate02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. 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OpenGL's state machine is now a complex data-flow with multiple programmable stages. OpenGL practitioners can expect candid design explanations, advice for programming modern GPUs, and insight into OpenGL's future. \r\n\r\nThese slides were presented at SIGGRAPH Asia 2008 for the \"Modern OpenGL: Its Design and Evolution\" course.\r\n\r\nCourse abstract: OpenGL was conceived in 1991 to provide an industry standard for programming the hardware graphics pipeline. The original design has evolved considerably over the last 17 years. Whereas capabilities mandated by OpenGL such as texture mapping and a stencil buffer were present only on the world's most expensive graphics hardware back in 1991, now these features are completely pervasive in PCs and now even available in several hand-held devices. Over that time, OpenGL's original fixed-function state machine has evolved into a complex data-flow including several application-programmable stages. And the performance of OpenGL has increased from 100x to over 1,000x in many important raw graphics operations.\r\n\r\nIn this course, a long-time implementer of OpenGL and the system's original architect explain OpenGL's design and evolution.\r\n\r\nYou will learn how the modern (post-2006) graphics hardware pipeline is exposed through OpenGL. You will hear Kurt Akeley's personal retrospective on OpenGL's development. You will learn nine ways to write better OpenGL programs. You will learn how modern OpenGL implementations operate. Finally we discuss OpenGL's future evolution.\r\n\r\nWhether you program with OpenGL or program with another API such as Direct3D, this course will give you new insights into graphics hardware architecture, programmable shading, and how to best take advantage of modern GPUs.","tags":["gpu","opengl","kilgard"],"url":"https://www.slideshare.net/slideshow/sigraph-asia-2008-modern-opengl-presentation/905245","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":147522},{"algorithmId":"5","displayTitle":"Siggraph2016 - The Devil is in the Details: idTech 666","isSavedByCurrentUser":false,"pageCount":58,"score":0.668014,"slideshowId":"64714659","sourceName":"cm_interact","strippedTitle":"siggraph2016-the-devil-is-in-the-details-idtech-666","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/siggraph2016idtech6-final-160804225349-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. 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We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations. We also describe the details of volumetric lighting, the real-time reflections system, and the new anti-aliasing solution, and include some details about the image-quality driven streaming system. A common, very important, theme of the talk is the temporal coherency and how it was utilized to reduce aliasing, and improve the rendering quality and image stability above the baseline 1080p resolution seen in other games.","tags":["killzone shadowfall valient guerrilla ps4"],"url":"https://www.slideshare.net/slideshow/killzone-shadow-fall-gdc2014-valient-killzonegraphics/35308676","userLogin":"guerrillagames","userName":"Guerrilla","viewCount":15334},{"algorithmId":"5","displayTitle":"Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson","isSavedByCurrentUser":false,"pageCount":57,"score":0.662237,"slideshowId":"35658006","sourceName":"cm_interact","strippedTitle":"lowlevel-shader-optimization-for-nextgen-and-dx11-by-emil-persson","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/low-levelshaderoptimizationfornext-genanddx11-emilpersson-140609113901-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses low-level shader optimization techniques for next-generation consoles and DirectX 11 hardware. It provides lessons from last year on writing efficient shader code, and examines how modern GPU hardware has evolved over the past 7-8 years. Key points include separating scalar and vector work, using hardware-mapped functions like reciprocals and trigonometric functions, and being aware of instruction throughput and costs on modern GCN-based architectures.","tags":["swedengamedev","shader","directx"],"url":"https://www.slideshare.net/slideshow/lowlevel-shader-optimization-for-nextgen-and-dx11-by-emil-persson/35658006","userLogin":"DevCentralAMD","userName":"AMD Developer Central ","viewCount":20251},{"algorithmId":"5","displayTitle":"Frostbite Rendering Architecture and Real-time Procedural Shading \u0026 Texturing...","isSavedByCurrentUser":false,"pageCount":74,"score":0.661614,"slideshowId":"916077","sourceName":"cm_interact","strippedTitle":"frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/anderssontatarchukfrostbiterenderingarchitecturegdc07amdsession-1231934138412433-1-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.","tags":["amd","dice","gdc"],"url":"https://www.slideshare.net/slideshow/frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation/916077","userLogin":"repii","userName":"Johan Andersson","viewCount":20332},{"algorithmId":"5","displayTitle":"The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)","isSavedByCurrentUser":false,"pageCount":53,"score":0.658354,"slideshowId":"41050602","sourceName":"cm_interact","strippedTitle":"the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/phammergameconnection2014lotfrendertechfinal2-141103074453-conversion-gate02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"My talk from Game Connection Europe 2014 (updated version with slightly different focus that my previous talk from Digital Dragons)","tags":["lords of the fallen","rendering","computer graphics"],"url":"https://www.slideshare.net/slideshow/the-rendering-technology-of-lords-of-the-fallen-game-connection-europe-2014/41050602","userLogin":"philiphammer","userName":"Philip Hammer","viewCount":7661},{"algorithmId":"5","displayTitle":"The Intersection of Game Engines \u0026 GPUs: Current \u0026 Future (Graphics Hardware ...","isSavedByCurrentUser":false,"pageCount":45,"score":0.657253,"slideshowId":"916087","sourceName":"cm_interact","strippedTitle":"the-intersection-of-game-engines-gpus-current-future-presentation","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gh08futureengineandgpujandersson-1231934635522052-3-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses current and future uses of graphics processing units (GPUs) in game engines. It covers topics like shader programming, parallel rendering, texture techniques, raytracing, and general purpose GPU (GPGPU) computing. The author envisions future improvements like more robust shader subroutines, enhanced texture sampling capabilities, hardware-accelerated sparse textures, and limited case raytracing integrated into game engines.","tags":["dice","frostbite","game"],"url":"https://www.slideshare.net/slideshow/the-intersection-of-game-engines-gpus-current-future-presentation/916087","userLogin":"repii","userName":"Johan Andersson","viewCount":8042},{"algorithmId":"5","displayTitle":"Frostbite on Mobile","isSavedByCurrentUser":false,"pageCount":41,"score":0.654738,"slideshowId":"51840169","sourceName":"cm_interact","strippedTitle":"frostbite-on-mobile","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/frostbiteonmobilesiggraph-150820010854-lva1-app6891-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Presentation by Niklas Nummelin at Electronic Arts from SIGGRAPH 2015 course \"Moving Mobile Graphics\"","tags":["siggraph","mobile","frostbite"],"url":"https://www.slideshare.net/DICEStudio/frostbite-on-mobile","userLogin":"DICEStudio","userName":"Electronic Arts / DICE","viewCount":44206},{"algorithmId":"5","displayTitle":"Screen Space Reflections in The Surge","isSavedByCurrentUser":false,"pageCount":31,"score":0.651626,"slideshowId":"63239467","sourceName":"cm_interact","strippedTitle":"screen-space-reflections-in-the-surge","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/ssr-160620082235-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses screen space reflections implemented in the game The Surge. It describes using screen space ray marching against the depth buffer to find reflection points, convolving the scene to accumulate multiple bounces, and using asynchronous compute to overlap rendering passes and improve performance. Key techniques included interleaved rendering, temporal reprojection, and using local data storage. Performance gains were achieved through optimizations like lower resolution rendering and computing mip chains in-place.","tags":["ssr","rendering"],"url":"https://www.slideshare.net/slideshow/screen-space-reflections-in-the-surge/63239467","userLogin":"MicheleGiacalone1","userName":"Michele Giacalone","viewCount":9232},{"algorithmId":"5","displayTitle":"Lighting the City of Glass","isSavedByCurrentUser":false,"pageCount":167,"score":0.649355,"slideshowId":"60383382","sourceName":"cm_interact","strippedTitle":"lighting-the-city-of-glass","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/christinfabienrenderingmirrorsedgegdc2016tiny-160402115341-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Talk by Fabien Christin from DICE at GDC 2016.\r\n\r\nDesigning a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.\r\nIn this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. 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New features include improved raster data support, styling enhancements, and configuration changes. \n- Looking ahead, focus areas include vector data improvements, raster optimizations, maintenance, and improving support for newer Java versions and standards.","tags":["geoserver","locationtech","osgeo"],"url":"https://www.slideshare.net/slideshow/state-of-geoserver-210/69121192","userLogin":"jgarnett","userName":"Jody Garnett","viewCount":765},{"algorithmId":"3","displayTitle":"State of GeoServer - FOSS4G 2016","isSavedByCurrentUser":false,"pageCount":71,"score":0.4973,"slideshowId":"65473727","sourceName":"cm_text","strippedTitle":"state-of-geoserver-foss4g-2016","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/stateofgeoserver-160829160743-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"State of GeoServer provides an update on our community and reviews the new and noteworthy features for the Project. The community keeps an aggressive six month release cycle with GeoServer 2.8 and 2.9 being released this year.\r\n\r\nEach releases bring together exciting new features. This year a lot of work has been done on the user interface, clustering, security and compatibility with the latest Java platform. We will also take a look at community research into vector tiles, multi-resolution raster support and more.\r\n\r\nAttend this talk for a cheerful update on what is happening with this popular OSGeo project. Whether you are an expert user, a developer, or simply curious what these projects can do for you, this talk is for you.","tags":["geoserver"],"url":"https://www.slideshare.net/slideshow/state-of-geoserver-foss4g-2016/65473727","userLogin":"geosolutions","userName":"GeoSolutions","viewCount":20489},{"algorithmId":"3","displayTitle":"13th kandroid OpenGL and EGL","isSavedByCurrentUser":false,"pageCount":41,"score":0.4936,"slideshowId":"33729751","sourceName":"cm_text","strippedTitle":"13th-kandroid-opengl-and-egl","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/13thkandroidopenglandegl-140420083247-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document provides information about OpenGL and EGL. It discusses OpenGL concepts like the rendering pipeline, shaders, and GLSL. It explains how to use OpenGL and GLSL on Android, including initializing, creating shaders, and rendering. It also covers EGL and how it acts as an interface between OpenGL and the native platform. It describes EGL objects like displays, surfaces, and contexts. 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It summarizes that OpenGL is a library for 3D computer graphics that renders geometric objects and images. It discusses that modern OpenGL applications are shader-based, concentrating on OpenGL 4.1. It outlines the main components of the OpenGL graphics pipeline including vertex and fragment shaders. It also summarizes the key steps for rendering objects in OpenGL.","tags":[],"url":"https://www.slideshare.net/slideshow/angel-23286025/23286025","userLogin":"Aerent","userName":"Chong Zhang","viewCount":776},{"algorithmId":"3","displayTitle":"Gdc 14 bringing unreal engine 4 to open_gl","isSavedByCurrentUser":false,"pageCount":38,"score":0.4896,"slideshowId":"36943696","sourceName":"cm_text","strippedTitle":"gdc-14-bringing-unreal-engine-4-to-opengl","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gdc14bringingunrealengine4toopengl1-140714030002-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document discusses bringing Unreal Engine 4 to OpenGL by porting its render hardware interface (RHI) to support OpenGL. It describes mapping the D3D11-based RHI to OpenGL, developing a cross-compiler to compile HLSL shaders to GLSL, addressing differences between D3D and OpenGL like texture coordinate systems, and optimizations to achieve performance parity with D3D11. It also covers bringing UE4 to Android by leveraging an NVIDIA Tegra K1 mobile chip's full OpenGL 4.4 support.","tags":[],"url":"https://www.slideshare.net/slideshow/gdc-14-bringing-unreal-engine-4-to-opengl/36943696","userLogin":"cagetu","userName":"changehee lee","viewCount":2879},{"algorithmId":"3","displayTitle":"Opengl basics","isSavedByCurrentUser":false,"pageCount":46,"score":0.4806,"slideshowId":"24488966","sourceName":"cm_text","strippedTitle":"opengl-basics-24488966","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/openglbasics-130722042658-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"OpenGL is a standard graphics library used to render 2D and 3D graphics. 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The implementation involved translating OpenGL ES Shader Language (GLSL) to High-Level Shader Language (HLSL) by parsing, verifying, and transforming GLSL code. Issues around vector and selection operators required non-trivial solutions. The implementation provides robust buffer validation for security and improved performance. Upcoming updates will add additional WebGL features and continue improving conformance. Babylon.js is a JavaScript library that makes WebGL development easier through tools like a playground, shader editor, and asset creation support.","tags":["ie","babylonjs","webgl"],"url":"https://www.slideshare.net/slideshow/ie-webgl-and-babylonjs-web3d-2014/37888320","userLogin":"davidcatuhe","userName":"David Catuhe","viewCount":2006},{"algorithmId":"3","displayTitle":"CS 354 Programmable Shading","isSavedByCurrentUser":false,"pageCount":56,"score":0.4695,"slideshowId":"11821194","sourceName":"cm_text","strippedTitle":"13shading","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/13shading-120301133206-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document summarizes a lecture on programmable shading given by Mark Kilgard at the University of Texas on March 1, 2012. The lecture covers programmable shading in graphics hardware using shading languages like Cg, HLSL, and GLSL. It discusses how shaders allow programming of vertex, geometry, and fragment processors inside the GPU. Examples of complex shaders are shown. The evolution of shading languages from low-level to high-level is discussed.","tags":["shading","glsl","cg"],"url":"https://www.slideshare.net/slideshow/13shading/11821194","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":2825},{"algorithmId":"3","displayTitle":"Open GL ES Android","isSavedByCurrentUser":false,"pageCount":82,"score":0.4671,"slideshowId":"125498171","sourceName":"cm_text","strippedTitle":"open-gl-es-android","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/openglesandroid-181210074922-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses OpenGL ES and graphics rendering in Android. It explains the OpenGL family including OpenGL, OpenGL ES, and WebGL. It describes how graphics are rendered in Android using a PhoneWindow, DecorView, SurfaceView, and GLSurfaceView. It provides an example of setting up OpenGL ES 3.1 rendering in Android using GLSurfaceView and discusses key classes and concepts like the renderer, surface, and drawing commands.","tags":["opengl es","android"],"url":"https://www.slideshare.net/slideshow/open-gl-es-android/125498171","userLogin":"MindosCheng","userName":"Mindos Cheng","viewCount":535},{"algorithmId":"3","displayTitle":"Adopting Debug Adapter Protocol in Eclipse IDE: netcoredbg (.NET debugger) ca...","isSavedByCurrentUser":false,"pageCount":27,"score":0.4664,"slideshowId":"120566308","sourceName":"cm_text","strippedTitle":"adopting-debug-adapter-protocol-in-eclipse-ide-netcoredbg-net-debugger-case-study-eclipsecon-europe-2918","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/dap-181024135740-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"\r\n\r\nWhile the Language Server Protocol (LSP) has quickly become an industry standard in the devtools domain and Eclipse IDE promptly got support for it with the Eclipse LSP4J and LSP4E projects, LSP is only targetting the code edition activity. However, code edition is just one activity amongst others for a developer, and some would argue that it's not the main use-case that justifies usage of an IDE over a simple text editor.\r\n\r\nOne of the most important activity (where IDEs are usually better than other tools) for a developer is debugging: watching a program run, digging hints of what could be wrong, experimenting things against the running application... Similarly to the Language Server Protocol, as part of Visual Studio Code, a JSON-based language and tool agnostic protocol was created to support typical debug interactions and facilitate the binding of a devtool with a debugger. Eclipse LSP4J and LSP4E enabled in early 2018 support for this Debug Adapter Protocol in Eclipse IDE.\r\n\r\nEclipse aCute, providing an IDE for C# and .NET Core, managed to use this Debug Adapter Protocol and the existing integrations with Eclipse IDE to relatively easily and quickly integrate support for netcoredbg, an open-source debugger for .NET Core.\r\n\r\nIn this presentation, we'll explain how the Debug Adapter Protocol works, how LSP4J can be used to support it in any Java application (either a debugger or a client), how LSP4E can be used to support it out-of-the-box in Eclipse IDE, and we'll use aCute example to show how plugin providers can extend LSP4E and provide the final steps of a good and simple UX.\r\n","tags":["eclipse","debug","dap"],"url":"https://www.slideshare.net/slideshow/adopting-debug-adapter-protocol-in-eclipse-ide-netcoredbg-net-debugger-case-study-eclipsecon-europe-2918/120566308","userLogin":"mickaelistria","userName":"Mickael Istria","viewCount":1149},{"algorithmId":"3","displayTitle":"Computer Graphics - Lecture 01 - 3D Programming I","isSavedByCurrentUser":false,"pageCount":57,"score":0.4659,"slideshowId":"77206724","sourceName":"cm_text","strippedTitle":"computer-graphics-lecture-01-3d-programming-i","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/013dproganton-170623132654-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":" Here are a few key points about adding vertex colors to the example:\n\n- Storing the color data in a separate buffer is cleaner than concatenating or interleaving it with the position data. This keeps the data layout simple.\n\n- The vertex shader now has inputs for both the position (vp) and color (vc) attributes. \n\n- The color is passed through as an output (fcolour) to the fragment shader. \n\n- The position is still used to set gl_Position for transformation.\n\n- The color input has to start in the vertex shader because that is where per-vertex attributes like color are interpolated across the primitive before being sampled in the fragment shader. The vertex shader interpolates the color value","tags":["opengl","computer graphics","3d programming"],"url":"https://www.slideshare.net/slideshow/computer-graphics-lecture-01-3d-programming-i/77206724","userLogin":"AntonGerdelan","userName":"💻 Anton Gerdelan","viewCount":618},{"algorithmId":"3","displayTitle":"UNIT 1 OPENGL_UPDATED .pptx","isSavedByCurrentUser":false,"pageCount":95,"score":0.4648,"slideshowId":"273361452","sourceName":"cm_text","strippedTitle":"unit-1-opengl_updated-pptx","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/unit1openglupdated-241116171657-b43167b9-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Open gl ppt","tags":["#opengl","computer graphics"],"url":"https://www.slideshare.net/slideshow/unit-1-opengl_updated-pptx/273361452","userLogin":"miteshchaudhari4466","userName":"miteshchaudhari4466","viewCount":8},{"algorithmId":"3","displayTitle":"OpenGL Introduction","isSavedByCurrentUser":false,"pageCount":24,"score":0.4633,"slideshowId":"16505043","sourceName":"cm_text","strippedTitle":"open-gl-training","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/opengltraining-130213070214-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document provides an introduction to OpenGL with code samples. It discusses the history and overview of OpenGL, versions, philosophy, functionality, usage, conventions, basic concepts like the rendering pipeline and primitives. It also covers environment setup for using OpenGL with Windows SDK and GLUT as well as providing code samples. 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D11 reinvents the X11 client/server architecture using a new operating system facility similar in concept to the Unix kernel's traditional implementation but designed for user-level execution. This new architecture allows local D11 programs to execute within the D11 window system kernel without compromising the window sytem's integrity. This scheme minimizes context switching, eliminates protocol packing and unpacking, and greatly reduces data copying. D11 programs fall back to the X11 protocol when running remote or connecting to an X11 server. 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Relying on OpenGL 4.4 plus recent OpenGL extensions for advanced blend modes and first-class GPU-accelerated path rendering, we accelerate the Adobe Graphics Model (AGM) layer responsible for rendering sophisticated Illustrator scenes. Illustrator documents render in either an RGB or CMYK color mode. While GPUs are designed and optimized for RGB rendering, we orchestrate OpenGL rendering of vector content in the proper CMYK color space and accommodate the 5+ color components required. We support both non-isolated and isolated transparency groups, knockout, patterns, and arbitrary path clipping. We harness GPU tessellation to shade paths smoothly with gradient meshes. We do all this and render complex Illustrator scenes 2 to 6x faster than CPU rendering at Full HD resolutions; and 5 to 16x faster at Ultra HD resolutions.","tags":["nv_path_rendering","illustrator","gpu"],"url":"https://www.slideshare.net/slideshow/accelerating-vectorgraphicsrenderingusingthegraphicshardwarepipeline/50067217","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":8920},{"algorithmId":"","displayTitle":"NV_path rendering Functional Improvements","isSavedByCurrentUser":false,"pageCount":47,"score":0,"slideshowId":"38159697","sourceName":"MORE_FROM_USER","strippedTitle":"nv-path-renderingfunctionalimprovements","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/nvpathrenderingfunctionalimprovements-140820003312-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"NV_path_rendering is an OpenGL extension for GPU-accelerated path rendering. Recent functionality improvements provide better performance, better typography, rounded rectangles, conics, and OpenGL ES support. This functionality is available today with NVIDIA's 337.88 drivers.\r\n\r\nThe latest NV_path_rendering specification documents these new functional improvements:\r\n\r\n https://www.opengl.org/registry/specs/NV/path_rendering.txt\r\n\r\nYou can find sample code here:\r\n\r\n https://github.com/markkilgard/NVprSDK","tags":["harfbuzz","freetype","conics"],"url":"https://www.slideshare.net/slideshow/nv-path-renderingfunctionalimprovements/38159697","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":4132},{"algorithmId":"","displayTitle":"SIGGRAPH Asia 2012: GPU-accelerated Path Rendering","isSavedByCurrentUser":false,"pageCount":56,"score":0,"slideshowId":"15469863","sourceName":"MORE_FROM_USER","strippedTitle":"siggraphasia2012gpuacceleratedpathrendering","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/siggraphasia2012gpu-acceleratedpathrendering-121203121613-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Presented at SIGGRAPH Asia 2012 in Singapore on Friday, 30 November 14:15 - 16:00 during the \"Points and Vectors\" session.\r\n\r\nFind the paper at http://developer.nvidia.com/game/gpu-accelerated-path-rendering or on Slideshare.\r\n\r\nFor thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have relied largely on CPU-based algorithms for the filling and stroking of paths. Learn about our approach to accelerate path rendering with our GPU-based \"Stencil, then Cover\" programming interface. We've built and productized our OpenGL-based system.","tags":["gpu","siggraph asia","nvidia"],"url":"https://www.slideshare.net/slideshow/siggraphasia2012gpuacceleratedpathrendering/15469863","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":3033},{"algorithmId":"","displayTitle":"Programming with NV_path_rendering: An Annex to the SIGGRAPH Asia 2012 paper...","isSavedByCurrentUser":false,"pageCount":7,"score":0,"slideshowId":"15293367","sourceName":"MORE_FROM_USER","strippedTitle":"nvpr-annex","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/nvprannex-121122010149-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document provides an overview of the programming interface for NV path rendering, an OpenGL extension for accelerating vector graphics on GPUs. It describes the supported path commands, which are designed to match all major path standards. Paths can be specified explicitly from commands and coordinates, from path strings using grammars like SVG or PostScript, or by generating paths from font glyphs. Additional functions allow copying, interpolating, weighting, or transforming existing path objects.","tags":["nv_path_rendering"],"url":"https://www.slideshare.net/slideshow/nvpr-annex/15293367","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":1795},{"algorithmId":"","displayTitle":"GPU accelerated path rendering fastforward","isSavedByCurrentUser":false,"pageCount":17,"score":0,"slideshowId":"15292298","sourceName":"MORE_FROM_USER","strippedTitle":"gpu-accelerated-path-rendering-fastforward","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gpuacceleratedpathrenderingfastforward-121121225546-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"GPUs can accelerate 2D graphics like resolution-independent web content and complex path rendering. A presentation at SIGGRAPH Asia 2012 showed how GPUs can now render overwhelmingly complex 2D scenes in real-time that were shown last year, using a \"Stencil, then Cover\" approach. Their GPU-accelerated path rendering is available today.","tags":[],"url":"https://www.slideshare.net/slideshow/gpu-accelerated-path-rendering-fastforward/15292298","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":1237},{"algorithmId":"","displayTitle":"GPU-accelerated Path Rendering","isSavedByCurrentUser":false,"pageCount":10,"score":0,"slideshowId":"14300385","sourceName":"MORE_FROM_USER","strippedTitle":"gpuaccelerated-path-rendering","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gpupathrender-120915154018-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Preprint for SIGGRAPH Asia 2012\r\n\r\nCopyright ACM, 2012\r\n\r\nFor thirty years, resolution-independent 2D standards (e.g. PostScript,\r\nSVG) have depended on CPU-based algorithms for the filling and\r\nstroking of paths. However advances in graphics hardware have largely\r\nignored the problem of accelerating resolution-independent 2D graphics\r\nrendered from paths.\r\n\r\nOur work builds on prior work to re-factor the path rendering task\r\nto leverage existing capabilities of modern pipelined and massively\r\nparallel GPUs. We introduce a two-step “Stencil, then Cover” (StC)\r\nparadigm that explicitly decouples path rendering into one GPU\r\nstep to determine a path’s filled or stenciled coverage and a second\r\nstep to rasterize conservative geometry intended to test and reset the\r\ncoverage determinations of the first step while shading color samples\r\nwithin the path. Our goals are completeness, correctness, quality, and\r\nperformance—but we go further to unify path rendering with OpenGL’s\r\nestablished 3D rendering pipeline. We have built and productized our\r\napproach to accelerate path rendering as an OpenGL extension.","tags":["path rendering","vector graphics","stencil buffer"],"url":"https://www.slideshare.net/slideshow/gpuaccelerated-path-rendering/14300385","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":3891},{"algorithmId":"","displayTitle":"SIGGRAPH 2012: GPU-Accelerated 2D and Web Rendering","isSavedByCurrentUser":false,"pageCount":79,"score":0,"slideshowId":"14020622","sourceName":"MORE_FROM_USER","strippedTitle":"siggraph-2012-gpuaccelerated-2d-and-web-rendering","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/siggraph2012gpuacceleratedpathrendering-120820121254-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS106.html\r\n\r\nLocation: West Hall Meeting Room 503, Los Angeles Convention Center\r\nDate: Wednesday, August 8, 2012\r\nTime: 2:40 PM – 3:40 PM\u000b\r\n\r\nThe future of GPU-based visual computing integrates the web, resolution-independent 2D graphics, and 3D to maximize interactivity and quality while minimizing consumed power. See what NVIDIA is doing today to accelerate resolution-independent 2D graphics for web content. This presentation explains NVIDIA's unique \"stencil, then cover\" approach to accelerating path rendering with OpenGL and demonstrates the wide variety of web content that can be accelerated with this approach.\u000b\r\n\r\nMore information: http://developer.nvidia.com/nv-path-rendering","tags":["svg","path rendering","opengl"],"url":"https://www.slideshare.net/slideshow/siggraph-2012-gpuaccelerated-2d-and-web-rendering/14020622","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":2848},{"algorithmId":"","displayTitle":"GTC 2012: GPU-Accelerated Path Rendering\u000b\u000b","isSavedByCurrentUser":false,"pageCount":76,"score":0,"slideshowId":"13053296","sourceName":"MORE_FROM_USER","strippedTitle":"gtc-2012-gpuacceleratedpathrendering","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gtc2012gpuacceleratedpathrendering-120523224248-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Presented at the GPU Technology Conference 2012 in San Jose, California.\r\n\r\nTuesday, May 15, 2012.\r\n\r\nStandards such as Scalable Vector Graphics (SVG), PostScript, TrueType outline fonts, and immersive web content such as Flash depend on a resolution-independent 2D rendering paradigm that GPUs have not traditionally accelerated. This tutorial explains a new opportunity to greatly accelerate vector graphics, path rendering, and immersive web standards using the GPU. By attending, you will learn how to write OpenGL applications that accelerate the full range of path rendering functionality. Not only will you learn how to render sophisticated 2D graphics with OpenGL, you will learn to mix such resolution-independent 2D rendering with 3D rendering and do so at dynamic, real-time rates. \u000b","tags":["gtc","nvidia","path rendering"],"url":"https://www.slideshare.net/slideshow/gtc-2012-gpuacceleratedpathrendering/13053296","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":2001},{"algorithmId":"","displayTitle":"GTC 2012: NVIDIA OpenGL in 2012","isSavedByCurrentUser":false,"pageCount":81,"score":0,"slideshowId":"13053282","sourceName":"MORE_FROM_USER","strippedTitle":"gtc-2012-nvidiaopenglfor2012","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/gtc2012nvidiaopenglfor2012-120523224007-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"Presented at the GPU Technology Conference 2012 in San Jose, California.\r\n\r\nMonday, May 14, 2012.\r\n\r\nAttend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Topics covered include the latest advances available for Cg 3.1, the OpenGL Shading Language (GLSL); programmable tessellation; improved support for Direct3D conventions; integration with Direct3D and CUDA resources; bindless graphics; and more. When you utilize the latest OpenGL innovations from NVIDIA in your graphics applications, you benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard. \u000b","tags":["nvidia","kepler","opengl"],"url":"https://www.slideshare.net/slideshow/gtc-2012-nvidiaopenglfor2012/13053282","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":4478},{"algorithmId":"","displayTitle":"CS 354 Final Exam Review","isSavedByCurrentUser":false,"pageCount":44,"score":0,"slideshowId":"12788689","sourceName":"MORE_FROM_USER","strippedTitle":"29review","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/29review-120503120057-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document provides a review for the final exam in CS 354. It includes:\n\n1) A daily quiz covering surfaces and programmable tessellation from lecture. \n\n2) An overview of topics to be covered on the final exam including fundamentals of computer graphics, practical graphics programming, and content from projects and lectures. \n\n3) Details on the format of the final exam including open notes and textbooks, calculators being allowed, and a prohibition on electronics. The exam will be cumulative and cover all course material.\n\n4) Examples of potential exam questions covering topics like Bezier curves, subdivision surfaces, ray tracing intersections, and the rendering equation that students should review and understand.","tags":["final exam"],"url":"https://www.slideshare.net/Mark_Kilgard/29review","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":2216},{"algorithmId":"","displayTitle":"CS 354 Surfaces, Programmable Tessellation, and NPR Graphics","isSavedByCurrentUser":false,"pageCount":61,"score":0,"slideshowId":"12780419","sourceName":"MORE_FROM_USER","strippedTitle":"28surfaces","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/28surfaces-120502221858-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"The document discusses a CS 354 class lecture on surfaces, programmable tessellation, and non-photorealistic rendering. The lecture will cover surfaces and how they are modeled using patches like triangular and quadrilateral patches. It will also cover programmable tessellation, which allows for adaptive level-of-detail and displacement mapping on the GPU. The lecture concludes with information on tools that allow authoring of 3D tessellation content and a comparison of OpenGL specifications that added support for programmable tessellation.","tags":["programmable tessellation","surfaces"],"url":"https://www.slideshare.net/Mark_Kilgard/28surfaces","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":4331},{"algorithmId":"","displayTitle":"CS 354 Performance Analysis","isSavedByCurrentUser":false,"pageCount":44,"score":0,"slideshowId":"12706318","sourceName":"MORE_FROM_USER","strippedTitle":"27perfanalysis","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/27perfanalysis-120426145209-phpapp01-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document contains notes from a CS 354 Performance Analysis lecture on April 26, 2012. It discusses topics including an in-class quiz, the lecturer's office hours, an upcoming project deadline, and the day's lecture on graphics performance analysis using concepts like Amdahl's law, Gustafson's law, and modeling pipeline efficiency. It also provides examples and diagrams related to graphics hardware architecture.","tags":["pipeline","parallelism","amdahl's law"],"url":"https://www.slideshare.net/slideshow/27perfanalysis/12706318","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":1250},{"algorithmId":"","displayTitle":"CS 354 Acceleration Structures","isSavedByCurrentUser":false,"pageCount":44,"score":0,"slideshowId":"12673694","sourceName":"MORE_FROM_USER","strippedTitle":"26accelstruct","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/26accelstruct-120424133345-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document summarizes a class on acceleration structures for ray tracing. It discusses building bounding volume hierarchies and using them to accelerate ray intersection tests. Uniform grids, kd-trees, and binary space partitioning trees are covered as approaches for spatial subdivision. The role of acceleration structures in speeding up global illumination calculations is also discussed.","tags":["bounding volume","quadtree","octree"],"url":"https://www.slideshare.net/slideshow/26accelstruct/12673694","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":2965},{"algorithmId":"","displayTitle":"CS 354 Global Illumination","isSavedByCurrentUser":false,"pageCount":44,"score":0,"slideshowId":"12605786","sourceName":"MORE_FROM_USER","strippedTitle":"25globalillum","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/25globalillum-120419121306-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document summarizes a class lecture on global illumination techniques for computer graphics. It discusses ray tracing and path tracing to solve the rendering equation through Monte Carlo integration. Radiosity for diffuse interreflection using form factors is covered. Participating media and photon mapping are also summarized. The next class will cover acceleration structures to speed up ray tracing computations. Project 4 is assigned, involving implementing a simple ray tracer.","tags":["global illuminations","ray tracing","brdf"],"url":"https://www.slideshare.net/slideshow/25globalillum/12605786","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":1864},{"algorithmId":"","displayTitle":"CS 354 Ray Casting \u0026 Tracing","isSavedByCurrentUser":false,"pageCount":57,"score":0,"slideshowId":"12595304","sourceName":"MORE_FROM_USER","strippedTitle":"24raytrace-12595304","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/24raytrace-120418174018-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document summarizes a lecture on ray casting and tracing in the CS 354 course. It discusses ray casting, an in-class quiz on typography, the professor's office hours, details on Project 3 which involves animating a stick figure from motion capture data, and an overview of ray tracing techniques including reflections and limitations of OpenGL for realistic rendering.","tags":["shadow rays","ray casting","reflection"],"url":"https://www.slideshare.net/slideshow/24raytrace-12595304/12595304","userLogin":"Mark_Kilgard","userName":"Mark Kilgard","viewCount":5004},{"algorithmId":"","displayTitle":"CS 354 Typography","isSavedByCurrentUser":false,"pageCount":67,"score":0,"slideshowId":"12534604","sourceName":"MORE_FROM_USER","strippedTitle":"23typography-12534604","thumbnail":"https://cdn.slidesharecdn.com/ss_thumbnails/23typography-120413222030-phpapp02-thumbnail.jpg?width=600\u0026height=600\u0026fit=bounds","description":"This document summarizes a lecture on digital typography in CS 354. It discusses how fonts are now defined mathematically using cubic Bezier curves rather than metal type. It reviews cubic Bezier curves and how continuity is achieved between curve segments. It describes the PostScript and TrueType font formats and their use of cubic and quadratic Bezier curves. The lecture contrasts modern digital typography approaches with earlier systems like Metal type and Metafont. 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UPDATE FOR\nNVIDIA GPUS\nMark Kilgard\nPrincipal System Software Engineer, NVIDIA\nPiers Daniell\nSenior Graphics Software Engineer, NVIDIA\n ","Mark Kilgard\n• Principal System Software Engineer\n– OpenGL driver and API evolution\n– Cg (“C for graphics”) shading language\n– GPU-accelerated path rendering\n• OpenGL Utility Toolkit (GLUT) implementer\n• Author of OpenGL for the X Window System\n• Co-author of Cg Tutorial\n• Worked on OpenGL for 20+ years\n ","Piers Daniell\n• Senior Graphics Software Engineer\n• NVIDIA’s Khronos OpenGL representative\n– Since 2010\n– Authored numerous OpenGL\nextension specifications now core\n• Leads OpenGL version updates\n– Since OpenGL 4.1\n• 10+ years with NVIDIA\n ","NVIDIA’s OpenGL Leverage\nDebugging with\nNsight\nProgrammable\nGraphics\nTegra\nQuadro\nOptiX\nGeForce\nAdobe Creative Cloud\n ","Single 3D API for Every Platform\nOS X\nLinux\nFreeBSD\nSolaris\nAndroid\nWindows\n ","Adobe Creative Cloud:\nGPU-accelerated Illustrator\n• 27 year old application\n– World’s leading graphics\ndesign application\n• 6 million users\n– Never used the GPU\n• Until this June 2014\n• Adobe and NVIDIA worked to\nintegrate NV_path_rendering\ninto Illustrator CC 2014\n ","","OpenGL 4.x Evolution\n Major revision of OpenGL every year since OpenGL 3.0, 2008\n Maintained full backwards compatibility\n2010 2011 2012 2013 2014\nOpenGL 4.0: Tessellation\nOpenGL 4.1: Shader mix-and-match, ES2 compatibility\nOpenGL 4.2: GLSL upgrades and shader image load store\nOpenGL 4.3: Compute shaders, SSBO, ES3 compatibility\nOpenGL 4.4: Persistently mapped buffers, multi bind\n???\n ","Big News: OpenGL 4.5 Released Today!\n Direct State Access (DSA) finally!\n Robustness\n OpenGL ES 3.1 compatibility\n Faster MakeCurrent\n DirectX 11 features for porting and emulation\n SubImage variant of GetTexImage\n Texture barriers\n Sparse buffers (ARB extension)\n ","So OpenGL Evolution Through 4.5\n Major revision of OpenGL every year since 2008\n Maintained full backwards compatibility\n2010 2011 2012 2013 2014\nOpenGL 4.0: Tessellation\nOpenGL 4.1: Shader mix-and-match, ES2 compatibility\nOpenGL 4.2: GLSL upgrades and shader image load store\nOpenGL 4.3: Compute shaders, SSBO, ES3 compatibility\nOpenGL 4.4: Persistently mapped buffers, multi bind\nOpenGL 4.5: Direct state access, robustness, ES3.1\n ","OpenGL Evolves Modularly\n• Each core revision is specified as a set of extensions\n– Example: ARB_ES3_1_compatibility\n• Puts together all the functionality for ES 3.1 compatibility\n• Describe in its own text file\n– May have dependencies on other extensions\n• Dependencies are stated explicitly\n• A core OpenGL revision (such as OpenGL 4.5) “bundles” a set of agreed\nextensions — and mandates their mutual support\n– Note: implementations can also “unbundle” ARB extensions for hardware unable\nto support the latest core revision\n• So easiest to describe OpenGL 4.5 based on its bundled extensions…\n4.5\nARB_direct_state_access\nARB_clip_control\nmany more …\n ","OpenGL 4.5 as extensions\n All new features to OpenGL 4.5 can be used with GL contexts\n4.0 through 4.4 via extensions:\n— ARB_clip_control\n— ARB_conditional_render_inverted\n— ARB_cull_distance\n— ARB_shader_texture_image_samples\n— ARB_ES3_1_compatibility\n— ARB_direct_state_access\n— KHR_context_flush_control\n— ARB_get_texture_subimage\n— KHR_robustness\n— ARB_texture_barrier\nAPI Compatibility\n(Direct3D, OpenGL ES)\nAPI Improvements\nBrowser security (WebGL)\nTexture \u0026 framebuffer\nmemory consistency\n ","Additional ARB extensions\n Along with OpenGL 4.5, Khronos has released ARB extensions\n ARB_sparse_buffer\n DirectX 11 features\n— ARB_pipeline_statistics_query\n— ARB_transform_feedback_overflow_query\n NVIDIA supports the above on all OpenGL 4.x hardware\n— Fermi, Kepler and Maxwell\n— GeForce, Quadro and Tegra K1\n ","NVIDIA OpenGL 4.5 beta Driver\n Available today!\n https://developer.nvidia.com/opengl-driver\n— Or just Google “opengl driver” – it’s the first hit!\n— Windows and Linux\n Supports all OpenGL 4.5 features and all ARB/KHR extensions\n Available on Fermi, Kepler and Maxwell GPUs\n— GeForce and Quadro\n— Desktop and Laptop\n ","Using OpenGL 4.5\n OpenGL 4.5 has 118 New functions. Eek.\n How do you deal with all that? The easy way…\n Use the OpenGL Extension Wrangler (GLEW)\n— Release 1.11.0 already has OpenGL 4.5 support\n— http://glew.sourceforge.net/\n ","Direct State Access (DSA)\n Read and modify object state directly without bind-to-edit\n Performance benefit in many cases\n Context binding state unmodified\n— Convenient for tools and middleware\n— Avoids redundant state changes\n Derived from EXT_direct_state_access\n ","More Efficient Middleware\nvoid Texture2D::SetMagFilter(Glenum filter)\n{\nGLuint oldTex;\nglGetIntegerv(GL_TEXTURE_BINDING_2D, \u0026oldTex);\nglBindTexture(GL_TEXTURE_2D, m_tex);\nglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);\nglBindTexture(GL_TEXTURE_2D, oldTex);\n}\n Before DSA\n After DSA\nvoid Texture2D::SetMagFilter(Glenum filter)\n{\nglTextureParameteri(m_tex, GL_TEXTURE_MAG_FILTER, filter);\n}\n ","Simplified Code\n Before DSA\nGLuint tex[2];\nglGenTextures(2, tex);\nglActiveTexture(GL_TEXTURE0 + 0);\nglBindTexture(GL_TEXTURE_2D, tex[0]);\nglTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 8, 8);\nglActiveTexture(GL_TEXTURE0 + 1);\nglBindTexture(GL_TEXTURE_2D, tex[1]);\nglTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 4, 4);\n After DSA\nGLuint tex[2];\nglCreateTextures(GL_TEXTURE_2D, 2, tex);\nglTextureStorage2D(tex[0], 1, GL_RGBA8, 8, 8);\nglTextureStorage2D(tex[1], 1, GL_RGBA8, 4, 4);\nglBindTextures(0, 2, tex);\n ","More Direct Framebuffer Access\n Before DSA\nglBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);\nDrawStuff();\nglBindFramebuffer(GL_DRAW_FRAMEBUFFER, nonMsFBO);\nglBindFramebuffer(GL_READ_FRAMEBUFFER, msFBO);\nglBlitFramebuffer(...);\nglBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);\n After DSA\nglBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);\nDrawStuff();\nglBlitNamedFramebuffer(msFBO, nonMsFBO, ...);\n ","DSA Create Functions\nglCreate Creates\nglCreateBuffers Buffer Objects\nglCreateRenderbuffers Renderbuffer Objects\nglCreateTextures(\u003ctarget\u003e) Texture Objects of specific target\nglCreateFramebuffers Framebuffer Objects\nglCreateVertexArrays Vertex Array Objects\nglCreateProgramPipelines Program Pipeline Objects\nglCreateSamplers Sampler Objects\nglCreateQueries(\u003ctarget\u003e) Query Objects of a specific target\n Generates name AND creates object\n Bind-to-create not needed\n ","DSA Texture Functions\nNon-DSA DSA\nglGenTextures + glBindTexture glCreateTextures\nglTexStorage* glTextureStroage*\nglTexSubImage* glTextureSubImage*\nglCopyTexSubImage* glCopyTextureSubImage*\nglGetTexImage glGetTextureImage\nglCompressedTexSubImage* glCompressedTextureSubImage*\nglGetCompressedTexImage glGetCompressedTextureImage\nglActiveTexture + glBindTexture glBindTextureUnit\nglTexBuffer[Range] glTextureBuffer[Range]\nglGenerateMipmap glGenerateTextureMipmap\ngl[Get]TexParameter* gl[Get]TextureParameter*\n ","DSA Renderbuffer Functions\nNon-DSA DSA\nglGenRenderbuffers + glBindRenderbuffer glCreateRenderbuffers\nglRenderbufferStorage* glNamedRenderbufferStorage*\nglGetRenderbufferParameteriv glGetNamedRenderbufferParameteriv\n ","DSA Framebuffer Functions\nNon-DSA DSA\nglGenFramebuffers + glBindFramebuffer glCreateFramebuffers\nglFramebufferRenderbuffer glNamedFramebufferRenderbuffer\nglFramebufferTexture[Layer] glNamedFramebufferTexture[Layer]\nglDrawBuffer[s] glNamedFramebufferDrawBuffer[s]\nglReadBuffer glNamedFramebufferReadBuffer\nglInvalidateFramebuffer[Sub]Data glInvalidateNamedFramebuffer[Sub]Data\nglClearBuffer* glClearNamedFramebuffer*\nglBlitFramebuffer glBlitNamedFramebuffer\nglCheckFramebufferStatus glCheckNamedFramebufferStatus\nglFramebufferParameteri glNamedFramebufferParameteri\nglGetFramebuffer*Parameter* glGetNamedFramebuffer*Parameter*\n ","DSA Buffer Object Functions\nNon-DSA DSA\nglGenBuffers + glBindBuffer glCreateBuffers\nglBufferStorage glNamedBufferStorage\nglBuffer[Sub]Data glNamedBuffer[Sub]Data\nglCopyBufferSubData glCopyNamedBufferSubData\nglClearBuffer[Sub]Data glClearNamedBuffer[Sub]Data\nglMapBuffer[Range] glMapNamedBuffer[Range]\nglUnmapBuffer glUnmapNamedBuffer\nglFlushMappedBufferRange glFlushMappedNamedBufferRange\nglGetBufferParameteri* glGetNamedBufferParameteri*\nglGetBufferPointerv glGetNamedBufferPointerv\nglGetBufferSubData glGetNamedBufferSubData\n ","DSA Transform Feedback Functions\nNon-DSA DSA\nglGenTransformFeedbacks + glBind glCreateTransformFeedbacks\nglBindBuffer{Base|Range} glTransformFeedbackBuffer{Base|Range}\nglGetInteger* glGetTransformFeedbacki*\n ","DSA Vertex Array Object (VAO) Functions\nNon-DSA DSA\nglGenVertexArrays + glBindVertexArray glCreateVertexArrays\nglEnableVertexAttribArray glEnableVertexArrayAttrib\nglDisableVertexAttribArray glDisableVertexArrayAttrib\nglBindBuffer(ELEMENT_ARRAY_BUFFER) glVertexArrayElementBuffer\nglBindVertexBuffer[s] glVertexArrayVertexBuffer[s]\nglVertexAttrib*Format glVertexArrayAttrib*Format\nglVertexBindingDivisor glVertexArrayBindingDivisor\nglGetInteger* glGetVertexArray*\n ","EXT_direct_state_access Differences\n Only OpenGL 4.5 core functionality supported\n Some minor name changes to some functions\n— Mostly the same, but drops EXT suffix\n TextureParameterfEXT -\u003e TextureParameterf\n— VAO function names shortened\n glVertexArrayVertexBindingDivisorEXT -\u003e glVertexArrayBindingDivisor\n— Texture functions no longer require a target parameter\n Target comes from glCreateTextures(\u003ctarget\u003e,)\n Use “3D” functions with CUBE_MAP where z specifies the face\n DSA functions can no longer create objects\n— Use glCreate* functions to create name and object at once\n ","Robustness\n ARB_robustness functionality now part of OpenGL 4.5\n— Called KHR_robustness for use with OpenGL ES too\n— Does not include compatibility functions\n Adds “safe” APIs for queries that return data to user pointers\n Adds mechanism for app to learn about GPU resets\n— Due to my app or some other misbehaving app\n Stronger out-of-bounds behavior\n— No more undefined behavior\n Used by WebGL implementations to deal with Denial of\nService (DOS) attacks\n ","Robustness API\n Before Robustness\nGLubyte tooSmall[NOT_BIG_ENOUGH];\nglReadPixels(0, 0, H, W, GL_RGBA, GL_UNSIGNED_BYTE, tooSmall);\n// CRASH!!\n After Robustness\nGLubyte tooSmall[NOT_BIG_ENOUGH];\nglReadnPixels(0, 0, H, W, GL_RGBA, GL_UNSIGNED_BYTE, sizeof tooSmall, tooSmall);\n// No CRASH, glGetError() returns INVALID_OPERATION\n ","Robustness Reset Notification\n Typical render loop with reset check\nwhile (!quit) {\nDrawStuff();\nSwapBuffers();\nif (glGetGraphicsResetStatus() != GL_NO_ERROR) {\nquit = true;\n}\n}\nDestroyContext(glrc);\n Reset is asynchronous\n— GL will behave as normal after a reset event but rendering commands\nmay not produce the right results\n— The GL context should be destroyed\n— Notify the user\n ","OpenGL ES 3.1 Compatibility\n Adds new ES 3.1 features not already in GL\n Also adds #version 310 es GLSL shader support\n Compatibility profile required for full superset\n— ES 3.1 allows client-side vertex arrays\n— Allows application generated object names\n— Has default Vertex Array Object (VAO)\n Desktop provides great development platform for ES 3.1\ncontent\n ","Desktop features in an ES profile\n NVIDA GPUs provide all ANDROID_extension_pack_es31a\nfeatures in an ES profile\n— Geometry, Tessellation, Advanced blending, etc.\n Scene from Epic’s “Rivarly” OpenGL ES 3.1 + AEP demo running on Tegra K1\n ","Using OpenGL ES 3.1 on Desktop\n The Windows WGL way\nint attribList[] = {\nWGL_CONTEXT_MAJOR_VERSION_ARB, 3,\nWGL_CONTEXT_MINOR_VERSION_ARB, 1,\nWGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_ES_PROFILE_BIT_EXT,\n0\n};\nHGLRC hglrc = wglCreateContextAttribsARB(wglGetCurrentDC(), NULL, attribList);\nwglMakeCurrent(wglGetCurrentDC(), hglrc);\n On NVIDIA GPUs this is a fully conformant OpenGL ES 3.1\nimplementation\n— http://www.khronos.org/conformance/adopters/conformant-products\n ","New OpenGL ES 3.1 features\n glMemoryBarrierByRegion\n— Like glMemoryBarrier, but potentially more efficient on tillers\n GLSL functionality\n— imageAtomicExchange() support for float32\n— gl_HelperInvocation fragment shader input\n Know which pixels won’t get output\n Skip useless cycles or unwanted side-effects\n— mix() function now supports int, uint and bool\n— gl_MaxSamples\n Implementation maximum sample count\n ","Faster MakeCurrent\n An implicit glFlush is called on MakeCurrent\n— Makes switching contexts slow\n New WGL and GLX extensions allow glFlush to be skipped\n— Commands wait in context queue\n— App has more control over flush\n Provides 2x MakeCurrent performance boost\nStartTimer();\nfor (int i = 0; i \u003c iterations; ++i) {\nDrawSimpleTriangle();\nwglMakeCurrent(context[i % 2]);\n}\nStopTimer();\n ","Disable Implicit glFlush on MakeCurrent\n The Windows way with WGL\nint attribList[] = {\nWGL_CONTEXT_MAJOR_VERSION_ARB, 4,\nWGL_CONTEXT_MINOR_VERSION_ARB, 5,\nWGL_CONTEXT_RELEASE_BEHAVIOR_ARB, WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB,\n0\n};\nHGLRC hglrc = wglCreateContextAttribsARB(wglGetCurrentDC(), NULL, attribList);\nwglMakeCurrent(wglGetCurrentDC(), hglrc);\n ","DirectX 11 Features\n ARB_clip_control\n ARB_conditional_render_inverted\n ARB_cull_distance\n ARB_derivative_control\n ARB_shader_texture_image_samples\n ARB_pipeline_statistics_query (ARB extension)\n ARB_transform_feedback_overflow_query (ARB extension)\n ","ARB_clip_control\n glClipControl(origin, depthMode);\n— y-origin can be flipped during viewport transformation\n— Depth clip range can be [0,1] instead of [-1,1]\n depthMode = GL_NEGATIVE_ONE_TO_ONE: Zw = ((f-n)/2) * Zd + (n+f)/2\n depthMode = GL_ZERO_TO_ONE: Zw = (f-n) * Zd + n\n— Provides direct mapping of [0,1] depth clip coordinates to [0,1] depth\nbuffer values when f=1 and n=0\n No precision loss\norigin=GL_LOWER_LEFT origin=GL_UPPER_LEFT\n ","ARB_conditional_render_inverted\n Allow conditional render to use the negated query result\n Matches the DX11 ::SetPredication(, PredicateValue) option\n Query result negation only happens to landed result\n— Otherwise rendering takes place\nGLuint predicate;\nglCreateQueries(GL_SAMPLES_PASSED, 1, \u0026 predicate);\nglBeginQuery(GL_SAMPLES_PASSED, predicate);\nDrawNothing(); // Draws nothing\nglEndQuery(GL_SAMPLES_PASSED);\nglBeginConditionalRender(predicate, GL_QUERY_WAIT_INVERTED);\nDrawStuff(); // Scene is rendered since SAMPLES_PASSED==0\nglEndConditionalRender();\n More useful with other query targets like\nGL_TRANSFORM_FEEDBACK_OVERFLOW\n ","ARB_cull_distance\n Adds new gl_CullDistance[n] to Vertex, Tessellation, and\nGeometry shaders (VS, TCS, TES and GS)\n Like gl_ClipDistance except when any vertex has negative\ndistance whole primitive is culled\n Matches DX11 SV_CullDistance[n]\nClipping\nPlane\nNegative\ngl_ClipDistance\nPositive\ngl_ClipDistance\nClipped\nClipping\nPlane\nNegative\ngl_CullDistance\nPositive\ngl_CullDistance\nCulled\n ","ARB_derivative_control\n Adds “coarse” and “fine” variant of GLSL derivative functions\n dFdxCoarse, dFdyCoarse\n— Potentially faster performance\n dFdxFine, dFdyFine\n— More correct\n— Default behavior of old dFdx and dFdy functions\n fwidthCoarse and fwidthFine are also added\n2x2 Quad Fragment\ndFdxCoarse\n=\n=\n2x2 Quad Fragment\ndFdxFine=\n= dFdxFine\n ","ARB_shader_texture_image_samples\n New GLSL built-ins to query the sample count of multi-sample\ntexture and image resources\n— textureSamples\n— imageSamples\n Equivalent to the NumberOfSamples return with the\nGetDimensions query in HLSL\n#version 450 core\nuniform sample2DMS tex;\nout vec4 color;\nvoid main() {\nif (textureSamples(tex) \u003e 2) {\ncolor = DoFancyDownsample(tex);\n} else {\ncolor = DoSimpleDownsample(tex);\n}\n}\n ","ARB_pipeline_statistics_query\n New queries for profiling and DX11 compatibility\n— GL_VERTICES_SUBMITTED\n Number of vertices submitted to the GL\n— GL_PRIMITIVES_SUBMITTED\n Number of primitives submitted to the GL\n— GL_VERTEX_SHADER_INVOCATIONS\n Number of times the vertex shader has been invoked\n— GL_TESS_CONTROL_SHADER_PATCHES\n Number of patches processed by the tessellation control shader\n— GL_TESS_EVALUATION_SHADER_INVOCATIONS\n Number of times the tessellation control shader has been invoked\n ","ARB_pipeline_statistics_query cont.\n More queries\n— GL_GEOMETRY_SHADER_INVOCATIONS\n Number of times the geometry shader has been invoked\n— GL_GEOMETRY_SHEDER_PRIMITIVES_EMITTED\n Total number of primitives emitted by geometry shader\n— GL_FRAGMENT_SHADER_INVOCATIONS\n Number of times the fragment shader has been invoked\n— GL_COMPUTE_SHADER_INVOCATIONS\n Number of time the compute shader has been invoked\n— GL_CLIPPING_INPUT_PRIMITIVES\n— GL_CLIPPINT_OUTPUT_PRIMITIVES\n Input and output primitives of the clipping stage\n ","ARB_transform_feedback_overflow_query\n Target queries to indicate Transform Feedback Buffer overflow\n— GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB\n— GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB\n Use glBeginQueryIndex to specify specific stream\n The result of which can be used with conditional render\nGLuint predicate;\nglCreateQueries(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB, 1, \u0026 predicate);\nglBeginQuery(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB, predicate);\nglBeginTransformFeedback(GL_TRIANGLES);\nDrawLotsOfStuff();\nglEndTransformFeedback();\nglEndQuery(GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB);\nglBeginConditionalRender(predicate, GL_QUERY_NO_WAIT_INVERTED);\nDrawStuff(); // Scene not rendered if XFB overflowed buffers\nglEndConditionalRender();\n ","… glEnd() // DX11 Features\n ","Texture Barrier\n Allows rendering to a bound texture\n— Use glTextureBarrier() to safely read previously written texels\n— Behavior is now defined with use of texture barriers\n Allows render-to-texture algorithms to ping-pong without\nexpensive Framebuffer Object (FBO) changes\n— Bind 2D texture array for texturing and as a layered FBO attachment\nDraw gl_Layer=0\nglTextureBarrier()\ntexture\nDraw gl_Layer=1\ntexture\n ","Programmable Blending\n Limited form of programmable blending with non-self-\noverlapping draw calls\n— Bind texture as a render target and for texturing\nglBindTexture(GL_TEXTURE_2D, tex);\nglFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);\ndirtybbox.empty();\nforeach (object in scene) {\nif (dirtybbox.overlaps(object.bbox())) {\nglTextureBarrier();\ndirtybbox.empty();\n}\nobject.draw();\ndirtybbox = bound(dirtybbox, object.bbox());\n}\n ","Advanced Blending\n KHR_blend_equation_advanced created from\nNV_blend_equation_advanced\n Supported by NVIDIA since r340 – June, 2014\n— GL and ES profiles\n Supported natively on Maxwell and Tegra K1 GPUs\n— Otherwise implemented seamlessly with shaders on Fermi and Kepler\n Implements a subset of NV_blend_equation_advanced modes\n Maxwell and Tegra K1 also provide\nKHR_blend_equation_advanced_coherent\n— Doesn’t require glBlendBarrierKHR between primitives that double-hit\ncolor samples\n ","KHR_blend_equation_advanced Modes\n GL_MULTIPLY_KHR\n GL_SCREEN_KHR\n GL_OVERLAY_KHR\n GL_SOFTLIGHT_KHR\n GL_HARDLIGHT_KHR\n GL_COLORDODGE_KHR\n GL_COLORBURN_KHR\n GL_DARKEN_KHR\n GL_LIGHTEN_KHR\n GL_DIFFERENCE_KHR\n GL_EXCLUSION_KHR\n GL_HSL_HUE_KHR\n GL_HSL_SATURATION_KHR\n GL_HSL_COLOR_KHR\n GL_HSL_LUMINOSITY_KHR\n ","Get Texture Sub Image\n Like glGetTexImage, but now you can read a sub-region\n glGetTextureSubImage\n— DSA only variant\nvoid GetTextureSubImage(uint texture, int level,\nint xoffset, int yoffset, int zoffset, sizei width,\nsizei height, sizei depth, enum format, enum type,\nsizei bufSize, void * pixels);\nDirect State Access\nRobustness\npixels\nyoffset\nxoffset\nwidth\nheight\n For GL_TEXTURE_CUBE_MAP targets zoffset specifies face\n ","ARB_sparse_buffer\n Ability to have large buffer objects without the whole buffer\nbeing resident\n— Analogous to ARB_sparse_texture for buffer objects\n Application controls page residency\n1) Create uncommitted buffer: glBufferStorage(,SPARSE_STORAGE_BIT_ARB)\n2) Make pages resident: glBufferPageCommitmentARB(, offset, size, GL_TRUE);\nGL_SPARSE_BUFFER_PAGE_SIZE_ARB\noffset size\n ","Summary of GLSL 450 additions\n dFdxFine, dFdxCoarse, dFxyFine, dFdyCoarse\n textureSamples, imageSamples\n gl_CullDistance[gl_MaxCullDistances];\n #version 310 es\n imageAtomicExchange on float\n gl_HelperInvocation\n gl_MaxSamples\n mix() on int, uint and bool\n ","OpenGL Demos on K1\nShield Tablet\n• Tegra K1 runs Android\n• Kepler GPU hardware in K1 supports the full OpenGL 4.5\nfeature set\n– Today 4.4, expect 4.5 support\n– OpenGL 4.5 is all the new stuff, plus tons of proven features\n• Tessellation, compute, instancing\n– Plus latest features: bindless, path rendering, blend modes\n• Demos use GameWorks framework\n– Write Android-ready OpenGL code that runs on Windows and Linux too\n ","Programmable Tessellation Demo\non Android\n ","Programmable Tessellation Demo\non Windows\n ","Build, Deploy, and Debug Android Native\nOpenGL Code Right in Visual Studio\n ","GameWorks Compute Shader Example\nlayout (local_size_x =16, local_size_y = 16) in;\nlayout(binding=0, rgba8) uniform mediump image2D inputImage;\nlayout(binding=1, rgba8) uniform mediump image2D resultImage;\nvoid main() {\nfloat u = float(gl_GlobalInvocationID.x);\nfloat v = float(gl_GlobalInvocationID.y);\nvec4 inv = 1.0 - imageLoad(inputImage, ivec2(u,v));\nimageStore(resultImage, ivec2(u,v), inv);\n}\nGLSL Compute\nShader to\ninvert an image\n ","Massive Compute Shader Particle Simulation\n ","Mega Geometry with Instancing\nglDrawElementsInstanced +\nglVertexAttribDivisor\n ","Getting GameWorks\n• Get Tegra Android Development Pack (TADP)\n– All the tools you need for Android development\n• Windows or Linux\n– Includes GameWorks samples\n• Samples also available on Github\nhttps://github.com/NVIDIAGameWorks/OpenGLSamples\n ","OpenGL Debug Features\n KHR_debug added to OpenGL 4.3\n App has access to driver “stderr” message stream\n— Via Callback function or\n— Query of message queue\n Any object can have a meaningful “label”\n Driver can tell app about\n— Errors\n— Performance warnings\n— Hazards\n— Usage hints\n App can insert own events into stream for marking\n ","Why is my screen blank?\nvoid DrawTexture()\n{\nGLuint tex;\nglGenTextures(1, \u0026tex);\nglBindTexture(GL_TEXTURE_2D, tex);\nglTexImage2D(tex, 0, GL_R8, 32, 32, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);\nglEnable(GL_TEXTURE_2D);\nglBegin(GL_QUADS); {\nglTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);\nglTexCoord2f(1.0f, 0.0f); glVertex2f( 1.0f, -1.0f);\nglTexCoord2f(1.0f, 1.0f); glVertex2f( 1.0f, 1.0f);\nglTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, 1.0f);\n} glEnd();\nSwapBuffers();\n}\nOops – Texture is incomplete!\n ","Enable Debug\n Can be done on-the-fly\nvoid GLAPIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum\nseverity, GLsizei length, const GLchar* message, const void* userParam)\n{\nprintf(“0x%X: %sn\", id, message);\n}\nvoid DebugDrawTexture()\n{\nglDebugMessageCallback(DebugCallback, NULL);\nglDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);\nglEnable(GL_DEBUG_OUTPUT);\nDrawTexture();\n}\n The callback function outputs:\n0x20084: Texture state usage warning: Texture 1 has no mipmaps, while its min\nfilter requires mipmap.\nWorks in non-debug context!\n ","Give the texture a name\n Instead of “texture 1” – give it a name\nvoid DrawTexture()\n{\nGLuint tex;\nglGenTextures(1, \u0026tex);\nglBindTexture(GL_TEXTURE_2D, tex);\nGLchar texName[] = \"Sky\";\nglObjectLabel(GL_TEXTURE, tex, sizeof texName, texName);\n...\n}\n The callback function outputs:\n0x20084: Texture state usage warning: Texture Sky has no mipmaps, while its min\nfilter requires mipmap.\n ","Organize your debug trace\n Lots of text can get unwieldy\n— What parts of my code does this error apply?\n Use synchronous debug output:\n— glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);\n— Effectively disables dual-core driver\n— So your callback goes to your calling application thread\n— Instead of a driver internal thread\n Use groups and markers\n— App injects markers to notate debug output\n— Push/pop groups to easily control volume\n ","Notating debug with groups\n Use a group\nvoid DebugDrawTexture()\n{\n...\nGLchar groupName[] = \"DrawTexture\";\nglPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0x1234,\nsizeof groupName, groupName);\nglDebugOutputControl(...); // Can change volume if needed\nDrawTexture();\nglPopDebugGroup(); // Old debug volume restored\n}\n Improved output\n0x1234: DrawTexture PUSH\n0x20084: Texture state usage warning: Texture Sky has no mipmaps, while its\nmin filter requires mipmap.\n0x1234: DrawTexture POP\n ","Debug the easy way\n ","Nsight: Interactive OpenGL debugging\n Frame Debugging and Profiling\n Shader Debugging and Pixel History\n Frame Debugging and Dynamic Shader Editing\n OpenGL API \u0026 Hardware Trace\n Supports up to OpenGL 4.2 Core\n— And a bunch of useful extensions\n https://developer.nvidia.com/nvidia-nsight-visual-studio-edition\n ","OpenGL related Linux improvements\n Support for EGL on desktop Linux within X11 (r331)\n OpenGL-based Framebuffer Capture (NvFBC), for remote\ngraphics (r331)\n Support for Quad-Buffered stereo + Composite X extension\n(GLX_EXT_stereo_tree) (r337)\n Support for G-SYNC (Variable Refresh Rate) (r340)\n Support for Tegra K1: NVIDIA SOC with Kepler graphics core\n— Linux Tegra K1 (Jetson) support leverages same X driver, OpenGL\nimplementation as desktop NVIDIA GPUs\n— NVIDIA also contributing to Nouveau for K1 support\n Coming soon: Framebuffer Object creation dramatically\nfaster!\n ","Beyond OpenGL 4.5 Path Rendering\nPath rendering and blend modes\n Resolution-independent 2D rendering\n Not your classic 3D hardware rendering\nEarlier Illustrator demo showed this\n NV_path_rendering +\nNV_blend_equation_advanced\n ","PostScript Tiger with Perspective Warping\nNo textures!\nPaths rendered from\nresolution-independent\n2D paths (outlines)\n ","Render Fancy Text from Outlines\n ","Paths + Text + 3D all at once\n ","Web Page Rendering\nevery glyph from its outlines!\n ","Zoom in\nand visualize\nglyph outline\ncontrol points\n ","Beyond OpenGL 4.5\n Advanced scene rendering with ARB_multi_draw_indirect\n— Added to OpenGL 4.3\n Bring even more processing onto the GPU with\nNV_bindless_multi_draw_indirect\n— Even less work for the CPU – no Vertex Buffer Object (VBO) binds\nbetween draws\n Covered in depth by Christoph Kubisch yesterday\n— SG4117: OpenGL Scene Rendering Techniques\n ","NV_bindless_multi_draw_indirect\n DrawIndirect combined with Bindless\nstruct DrawElementsIndirect {\nGLuint count;\nGLuint instanceCount;\nGLuint firstIndex;\nGLint baseVertex;\nGLuint baseInstance;\n}\nstruct BindlessPtr {\nGluint index;\nGluint reserved;\nGLuint64 address;\nGLuint64 length;\n}\nstruct DrawElementsIndirectBindlessCommandNV {\nDrawElementsIndirect cmd;\nGLuint reserved;\nBindlessPtr index;\nBindlessPtr vertex[];\n}\nChange vertex buffers per draw iteration!\nChange index buffer per draw iteration!\nMultiDrawElementsIndirectBindlessNV(enum mode, enum type, const void *indirect,\nsizei drawCount, sizei stride, int vertexBufferCount);\nCaveat: Does the CPU know the drawCount?\nThe GL_BUFFER_GPU_ADDRESS_NV of the buffer object\n ","NV_bindless_multi_draw_indirect_count\n Source the drawCount from a buffer object\nvoid MultiDrawElementsIndirectBindlessCountNV(\nenum mode,\nenum type,\nconst void * indirect,\nintptr drawCount,\nsizei maxDrawCount,\nsizei stride,\nint vertexBufferCount\n);\ndrawCount now an offset into the bound GL_PARAMETER_BUFFER_ARB buffer range.\n ","Khronos OpenGL BOF at SIGGRAPH\n Date: Wednesday, August 13 2014\n Venue: Marriott Pinnacle Hotel, next to the Convention\nCenter\n Website: http://s2014.siggraph.org\n Times: 5pm-7pm OpenGL and OpenGL ES Track\n BOF After-Party: 7:30pm until late\n— Rumor: Free beer and door prizes\n ","Questions?\n "],"twitterShareUrl":"https://twitter.com/intent/tweet?via=SlideShare\u0026text=OpenGL+4.5+Update+for+NVIDIA+GPUs+%23dsa+%23gameworks+https%3A%2F%2Fwww.slideshare.net%2Fslideshow%2Fopengl-45-update-for-nvidia-gpus%2F37922750","type":"presentation","slideDimensions":{"height":486,"width":864},"topReadSlides":[{"slideIndex":79,"ranking":1},{"slideIndex":18,"ranking":3},{"slideIndex":16,"ranking":2}],"user":{"id":"15647293","isFollowing":false,"login":"Mark_Kilgard","name":"Mark Kilgard","occupation":"Graphics Software Engineer","organization":"NVIDIA","photo":"https://cdn.slidesharecdn.com/profile-photo-Mark_Kilgard-48x48.jpg?cb=1648161688","photoExists":true,"shortName":"Mark Kilgard"},"views":36382},"_nextI18Next":{"initialI18nStore":{"en":{"common":{"ad":{"fallbackText":"Ad for Scribd subscription","label":"Ad","close":"Close Ad","dismiss_in":"Dismiss in","ad_info_title":"Why are you seeing this?","ad_info_description":"We use ads to keep content free and 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