The Khronos Group - Connecting Software to Silicon

The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics, dynamic media, computer vision and sensor processing on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests.

OpenGL ES related stories

ARM Mali GPUs Submitted for OpenGL ES 3.0 Conformance

ARM has submitted the Mali-T604 GPU for OpenGL ES 3.0 conformance with Khronos. The Mali-T604 is existing silicon already shipping in a range of market leading devices, including the Samsung Chromebook, Google Nexus 10 and the recently announced Samsung F8000 LED TV. This submission helps to enable the consistent and reliable solutions and standards the industry needs.

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Mesa 3D 9.1 Released

Mesa 3D is a free and opensource implementation of OpenGL. Version 9.1 brings support for Intel's Haswell processors. Radeon HD 2000 to 6000 series driver now supports OpenGL 3.1 core profile. Multisample anti-aliasing support on Radeon X1000 series was also added. OpenGL ES 3.0 is now supported on Intel HD Graphics 2000, 2500, 3000, and 4000. The new version also includes basic components to support OpenGL 3.2 and 3.3.

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Imagination announces the PowerVR G6100, a single cluster OpenGL ES 3.0 Series6 GPU

The PowerVR G6100 is the latest addition to the highly efficient Series6 family of graphics IP cores, making it the smallest member of the "Rogue" area-optimized GPUs to date. A single core, single cluster GPU, it will enable mass-market adoption of OpenGL ES 3.0 on a wide range of computing platforms. Products supporting the latest APIs from Khronos will become a significant and growing part of a billion unit market by 2014. PowerVR Series6 is one of the first GPU architectures to achieve full conformance for OpenGL ES 3.0. Launched at MWC in Barcelona, the PowerVR G6100 is the smallest and most efficient GPU available on the market that can handle both graphics APIs like OpenGL ES 3.0 and DirectX9 Level 3 as well as GPU compute applications accelerated through OpenCL, Renderscript Compute or Filterscript.

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PowerVR Series6 passes OpenGL ES 3.0 conformance

Imagination’s PowerVR Series6 GPU technologies have now achieved full conformance with the latest version of OpenGL ES, marking another major milestone for this family of efficient, low power GPU IP cores which have been among the first OpenGL ES 3.0-conformant graphics cores to ship in consumer products. OpenGL ES 3.0 is the first update to OpenGL ES since 2004, bringing new features to the mobile standard that were previously only available on the desktop-oriented OpenGL 3.3 and 4.2. Khronos has kept backwards compatibility with OpenGL ES 2.0 but introduced new capabilities within the rendering pipeline, extended the list of texture formats, updated the GLSL ES shading language, and enhanced texturing functionality and efficiency, among other enhancements.

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Qualcomm Technologies gets OpenGL ES 3.0 Certification

On February 13, 2013, Qualcomm mobile processors were one of the first to receive certification by the Khronos Group for conformance with the OpenGL ES 3.0 specifications. This is the latest version of the most widely used high-level, cross-platform graphics API for games and sophisticated graphics programming. Upcoming Qualcomm Snapdragon™ 600 and 800 processors with the latest industry leading Adreno™ 300 series GPUs will support OpenGL ES 3.0.

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Intel Ivy Bridge On Linux Properly Supports OpenGL ES 3.0

Intel HD 2500/4000 graphics on "Ivy Bridge" processors now officially support OpenGL ES 3.0 per the Khronos specification. Intel received early word that their conformance results have been certified.

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Intel Hopes For OpenGL ES 3.0 Compliance In Mesa 9.1

Intel has now submitted their OpenGL ES 3.0 results to the Khronos Group for validation with Ivy Bridge hardware and the Mesa 9.1 branch in hopes of being one of the first driver implementations to be officially OpenGL ES 3.0 conformant. Product is based on a published Khronos Specification, and is expected to pass the Khronos Conformance Testing Process. Current conformance status can be found at www.khronos.org/conformance.

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Imagination submits PowerVR Series6 cores for OpenGL ES 3.0 conformance

Imagination Technologies announces that it is among the first to submit PowerVR Series6 ‘Rogue’ drivers for OpenGL ES 3.0 conformance with Khronos. Designed for the latest APIs, including OpenGL ES 3.0, PowerVR Series6 is already shipping in end user product. Product is based on a published Khronos Specification, and is expected to pass the Khronos Conformance Testing Process. Current conformance status can be found online.

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The Khronos OpenGL ES Working Group announces the OpenGL ES 3.0 Adopter program

The OpenGL ES Working Group is pleased to announce the launch of the OpenGL ES 3.0 Adopter program. OpenGL ES implementers that join the program get access to the OpenGL ES 3.0 conformance test, and are able to submit their products for OpenGL ES 3.0 conformance certification. The OpenGL ES 3.0 conformance test is the result of the largest software development project Khronos has ever undertaken. It is a revised and expanded version of the OpenGL ES 2.0 conformance test, with hundreds of subtests directed at the new features of OpenGL ES 3.0. Conformance certification is the mark of a high-quality implementation, and offers a high level of application portability. More information about the OpenGL ES 3.0 Adopter program can be found in the Adopters’ Agreement and the Khronos Conformance Test Process document.

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OpenGL ES Development for Android

Intel has posted an in-depth article on how to get started with OpenGL ES development for the Android platform. The article details how to work around many of the special challenges of using OpenGL ES on Android not covered in existing literature, including the lack of support for compressed and alpha textures and the trade-offs associated with using OpenGL ES with the Android SDK verses the NDK. It also covers which are the best sample apps to use for new development and how to optimize the Android tools for OpenGL ES development and maximum emulation performance. This is a great place to start regardless of what processor or GPU you are using.

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