Difference between revisions of "Talk:Selecting a Shading Language"
(History section moved here.)
m (Talk:Shading languages: Which shading language should I use? moved to Talk:Selecting a Shading Language: Sounds more formal, and is shorter.)
Revision as of 20:36, 15 August 2009
- I removed the history section. It added nothing to a page about deciding what shader languages to use. It's a useful history, so I'm putting it here. It belongs in a more appropriate page.
In the beginning ...
Many years ago, nVidia designed the register combiners (NV_register_combiners) and implemented the technology in their TNT but I'm not sure if they became popular. Later came the TNT and then, Geforce 256. During the Geforce 256 era, nVidia wanted everyone to do bump mapping and various effects possible with RC. This wasn't strictly a shader language but it allowed programmers to setup the fragment end of the graphics pipe. You needed to make API calls to setup the GPU. nVidia later released their nvasm. Programmers wrote in a assembly language and compiled this.
ATI came up with their fragment shader (ATI_fragment_shader). This was also a powerful API to setup the GPU. ATI_fragment_shader_text (?) was available on Macs, if I'm not mistaken, which allowed programmers to write a shader. This was for the fragment pipe as well.
All gave great access to the GPUs features. All these are for setting up the fragment pipe.
ARB_texture_env_combine and fellow extensions also made a appearance, but since this was to be available across GPUs, it was severely limited. All these are for setting up the fragment pipe.
EXT_vertex_weighting was another way to setup the GPU. Finally, an extension for the vertex pipe. Never was popular.
EXT_vertex_shader came along. Never was popular.
NV came up with NV_fragment_program.
ARB_vertex_program approved by ARB on June 18, 2002
An official shading language for the vertex pipe for all IHVs!
This is suitable for VS 1.1 GPUs.
ARB_fragment_program approved by ARB on September 18, 2002
An official shading language for the fragment pipe for all IHVs!
This is suitable for PS 2.0 GPUs.
NV_vertex_program2 is for VS 3.0
NV releases NV_fragment_program2, which is for PS 3.0
In 2001, 3DLabs considers the future of GL. Calling it GL 2.0, they decide on new features and a fresh API. Older parts of the API was to be removed. GLSL was part of the proposal.
The proposal is not accepted.
There was GL 1.4 at the time. GL 1.5 came out.
During GL 1.5, GLSL becomes accepted. The first high level shading language for GL with a C like syntax.
ARB_shading_language_100, ARB_shader_objects, ARB_vertex_shader, ARB_fragment_shader define GLSL.
Approved by the ARB on June 11, 2003.
This is GLSL 1.00
September 7, 2004. GL 2.0 spec released and GLSL 1.10 becomes core
In memory of fixed pipeline. May you rest in peace. I mean, pieces.
Note: The above is not necessarily in chronological order.