Arm is delighted to announce astcenc 2.0! The ‘astcenc’ ASTC compression tool was first developed by Arm while ASTC was progressing through the Khronos standardization process seven years ago. astcenc has become widely used as the de facto reference encoder for ASTC, as it leverages all format features, including the full set of available block sizes and color profiles, to deliver high-quality encoded textures that are possible when effectively using ASTC’s flexible capabilities. This is a major update which provides multiple significant improvements for middleware and content creators. Learn move about astcenc 2.0 in the Khronos blog ‘Create ASTC textures faster with the new astcenc 2.0 open source compression tool’ written by our guest, Peter Harris, from Arm.
Arm has released a new comprehensive ASTC Guide to help developers who wish to use ASTC technology to compress textures for 3D games and applications. The new guide contains a detailed ASTC algorithm overview, explains ASTC benefits, provides developers advice for achieving best compression results, and contains information on popular encoding tools—as well as usage with game engines.
Basemark announced the ability for anyone to objectively compare devices ranging from powerful desktops to low-powered embedded systems across all major operating systems. This is all possible with a new version of Basemark GPU, available now.
Basemark GPU 1.2 features the following:
Operating system support: Android, iOS, Linux, MacOS and Windows
Graphics API support: DirectX 12, Metal 2, OpenGL 4.5, OpenGL ES 3.1 and Vulkan 1.0
Three different modes: High Quality for powerful desktop computer, Medium Quality for laptops and powerful mobile devices such as premium smartphones and Simple Quality for embedded devices and entry level smartphones
Collabora has been working on OpenGL ES 3.0 support for Mesa’s Panfrost Gallium3D driver. Panfrost’s OpenGL ES 3.0 support has now landed in upstream Mesa 20.1 and works with a mainline Linux kernel. While the code is still experimental, it can be accessed compiling the latest Mesa and setting the environment variable PAN_MESA_DEBUG=gles3.
This article describes the implementation of soft particles in pure WebGL / OpenGL ES without any 3rd party library or engine used. This tutorial is based on a WebGL port of Android live wallpaper 3D Buddha Live Wallpaper. Source code is available on GitHub.
Diligent Engine is a modern cross-platform abstraction layer for Vulkan, OpenGL, OpenGL ES, Direct3D11 and Direct3D12. In release v2.4.b, Diligent Engine enabled MSAA and bindless resources, implemented GPU queries, added new tutorials as well as made major improvements to code quality assurance by enabling automated unit tests, format validation and static code analysis.
Google acquired and open-sourced GraphicsFuzz a little over a year ago. GraphicsFuzz is no longer about only OpenGL, OpenGL ES and GLSL shaders but also operates on SPIR-V shaders for consumption by Vulkan drivers. There are also GLSL/SPIR-V shader reducers in addition to the fuzzer that relies upon randomized metamorphic testing.
The Khronos Group has published a maintenance release to OpenGL 4.6 and OpenGL ES 3.2 with bug fixes from GitHub, the old Khronos Bugzilla issue tracker and from internal issues. OpenGL 4.6 changes are in the OpenGL Specification Core with Changes PDF starting on page 736. OpenGL ES 3.2 changes are in the OpenGL ES 3.2 Specification PDF on page 539.
RenderDoc 1.5 has been released. Changes include: SPIR-V reflection and disassembly has been refactored to be more reliable and is based on the publicly available grammar json; Vulkan has a new replay-time optimisation which takes advantage of the above replay options dialog; OpenGL has a low-memory optimisation to defer copying initial contents of textures and buffers that are rarely modified; Support for twenty-one (21) Vulkan extensions have been added; Support for fifteen (15) OpenGL extensions have been added along with whitelisting of some OpenGL ES extensions that were already supported. A complete list of changes and improvements is available in the Latest release notes.
Basemark GPU 1.2 adds iOS and macOS to our list of already supported operating systems: Android, Windows, and Linux. We include OpenGL ES 3.1, OpenGL 4.5, Vulkan 1.0, DirectX 12 and Metal. With the new features in Basemark GPU 1.2, you will be able to analyze and compare the 3D graphics performance of smartphones, tablets, notebooks, Windows and Linux desktop PCs, etc.
With the release of virglrenderer 0.8.0, getting accelerated OpenGL within a virtual machine (VM) made a big leap forward. One specific aim was to support hosts that support only OpenGL ES to a point that within the VM guest also OpenGL 4.3 applications can be run. An aim that was fully achieved as we can now run games like Alien Isolation within qemu on certain devices that support only OpenGL ES 3.2 and a number of extension.
The Khronos Group BOF day is today, July 31. For those folks that really wanted to catch some of the BOF Day sessions, but couldn’t make, we have it covered for you. Starting at 9AM PT, the morning livestream will start on YouTube. The afternoon sessions will be on a second afternoon livestream also on YouTube. Learn more about the Khronos Group BOF Day and all of the various sessions on our SIGGRAPH 2019 event page.
SIGGRAPH is next week! The conference is July 28-August 1. For those going, Khronos will be hosting several Birds of a Feather sessions. For all those folks that will not be present, we will be offering live streaming of all our sessions (glTF, WebGL, OpenXR and Vulkan) on the Khronos Group YouTube Channel, and will follow up with recorded video the following week. For complete details on all the sessions, please ask your friends and co-workers to take a look at our SIGGRAPH event page! A special thanks to our Title sponsor NVIDIA, Beer Sponsor LunarG, and Demo sponsor Cesium, for making possible the Khronos Networking Reception at the end of the day.
Arm Mobile Studio provides free tools for tracing OpenGL ES, Vulkan and OpenCL API calls, to help you optimize application performance and system resources. Learn more at the Arm Webinar on April 23. The webinar will be made available online after the event.
Arm Mobile Studio is a suite of free-to-use tools which help game and app developers to reach more of the mobile market by efficiently optimizing and debugging high-end content for all Android devices. It includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. Arm Mobile Studio supports frame-by-frame analysis of OpenGL ES and Vulkan content and lets you trace Vulkan, OpenGL ES, EGL and OpenCL API calls easily in your game from within the Unreal game engine.