Learn the key OpenGL ES 3.x API features and extensions, as well as best practises on how to optimize your OpenGL ES 3.x application for the ARM Mali architecture.
Shaderific version 4.0 is now available. Shaderific is an educational app for iPad, iPhone and iPod touch that makes it possible to write, compile and test OpenGL ES 2.0 and OpenGL ES 3.0 shader programs directly on any iOS device. Version 4.0 adds support for iPad Pro taking full advantage of the bigger screen as well as support for Multitasking with Slide Over and Split View. To complement the existing anaglyph 3D rendering capabilities a new 3D mode has been added for left-right stereo image rendering. Furthermore, rendering on an external display connected via Lightning Digital AV Adapter is now supported in addition to the default screen mirroring.
Fast UI Draw, source code available on github, has now been open sourced. Fast UI Draw is a high performance Canvas renderer that is tuned for Intel GPU's (but can work for other GPU's) that under significant load is much faster than many other Canvas renderers. Fast UI Draw when running has very few GPU states, very few draw calls even under very complicated scenes. In addition, Fast UI Draw has a unique methodology to handle clipping that allows for applications to have rotations, projection, and clipping without incurring significant CPU load from setting, saving or restoring clipping. Fast UI Draw is available under the MPLv2 and a very alive project undergoing active development.
The newly-opened Mesa 11.3-devel code-base already has support for another OpenGL ES 3.2 extension. The GL_OES_shader_image_atomic is now supported by mainline Mesa with all of the drivers that support the GL_ARB_shader_image_load_store extension.
Khronos Group member Basemark announced that it has joined the Immersive Technology Alliance (ITA). ITA is a leading consortium focused on catalyzing the development and commercialization of virtual reality, augmented reality, stereoscopic 3D, and other immersive technologies. Basemark develops system performance and power consumption analysis tools that are used by leading semiconductor and OEM companies around the world.
Valve has made the SDK for its Steam Link streaming device available for download through GitHub. The Linux-based SDK allows for the creation of native Link applications, and even features OpenGL ES 2, Qt 5.4, and SDL 2 support.
Initial Series7XT Plus GPUs include the GT7200 Plus GPU with 64 ALU cores, and the GT7400 Plus GPU with 128 ALU cores. Both designs retain the full feature set of their Series7XT counterparts with OpenGL ES 3.2 and design for Vulkan support, while introducing a number of new features aimed at vision and heterogeneous computing platforms. A main features of the new GPUs is the introduction of an integer pipeline for vision-related applications and hardware support for the OpenCL 2.0 compute API.
Neil Trevett, President of the Khronos Group recently spoke at the 2015 Q4 Q4 2015 Embedded Vision Alliance Member Meeting on December 9, 2015 in San Jose. This is the slide presentation from that talk.
It's been a very busy few weeks for the Khronos Group chapters. We've added three new chapters: Paris France, Washington DC and Wroclaw Poland. There is a good selection of upcoming meetups as well:
- Computer Graphics on the Web: Dec 8, 2015 - Melbourne, Australia
- First Khronos Wroclaw meetup + VR: Dec 9, 2015 - Wroclaw, Poland
- Image Processing with WebGL: Dec 10, 2015 - London, Britain
- WebGL Developers Meetup: Dec 17, 2015 - Milano, Italy
- OpenGL for beginners part 1: Jan 06th, 2016 - Naritaweg, Amsterdam
Errata: We originally said Seattle Washington... our mistake, our latest chapter is in Washington DC.
For developers new to graphics optimization this new series of blog posts from ARM is all about giving content developers the essential knowledge they need to successfully optimize for Mali GPUs. Over the course of the series, Peter Harris explores the fundamental macro-scale architectural structures and behaviors developers have to worry about, how this translates into possible problems which can be triggered by content, and finally how to spot them in Streamline.