Competition to DX 11 heats up
DirectX
11 has been gathering a lot of support, especially over the
last six
months as ATI has released an entire
top-to-bottom lineup with support for the standard. Although
DirectX is probably the best known collection of Application
Programming Interfaces for games, OpenGL still remains relevant as a
competitor in driving gaming technology forward.
OpenGL is
managed by the Khronos Group, and it recently released the OpenGL 4.0
specification. The twelfth revision to the original spec adds many
new features, some of which is also supported by current hardware
through the new OpenGL 3.3 spec.
OpenGL 3.3 adds support for
OpenGL Shading Language (GLSL) 3.3, which includes built-in functions
for getting and setting the bit encoding for floating-point values.
There are also new color blending functions and performance
enhancements.
The real meat is in OpenGL 4.0, adding support
for GLSL 4.0 and the fragment shader texture functions it allows.
Per-sample fragment shaders and programmable fragment shader input
positions will allow for increased rendering quality and
anti-aliasing flexibility. The shader subroutines have been
redesigned for significantly increased programming flexibility.
New
tessellation stages and two new corresponding shader types are
introduced. Tessellation control and tessellation evaluation shaders
operate on "patches" (fixed-sized collections of vertices).
Tessellation can increase visual quality significantly by taking a
rough object and generating new vertices to smooth out the object and
provide more detail without excessive performance penalties. These
two new shader stages will enable the offloading of geometry
tessellation from the CPU to the GPU.
A new object type called
"sampler objects" will allow the separation of texture
states and texture data. 64-bit double precision floating point
shader operations and inputs/outputs will increase rendering accuracy
and quality, while performance improvements will come from instanced
geometry shaders, instanced arrays, and a new timer query. The
drawing of data generated by OpenGL or external APIs such as OpenCL
can be done without any CPU intervention.
The new spec is also
supposed to improve interoperability with OpenCL for accelerating
computationally intensive visual applications. OpenCL competes with
DirectCompute, found in DirectX 10.1 and DX11.
Support for
both the Core and Compatibility profiles first introduced with OpenGL
3.2 are continued, enabling developers to use a streamlined API or
retain backwards compatibility for existing OpenGL code depending on
their market needs.
ATI has been working extensively on OpenGL
support and in shaping the standard. The functionality introduced in
OpenGL 3.3 is supported by all ATI discrete graphics products
released since the spring of 2007. That includes the consumer
Radeon lineup and the workstation FirePro and FireGL cards.
The ATI
Radeon HD 5900 and 5800 series are also fully compatible
with the OpenGL 4.0 standard, including tessellation and integration
with the OpenCL API. This means that full OpenGL 4.0 GPU acceleration
will be available when software that is coded for the standard hits
the market.
Almost all of the OpenGL 4.0 functionality is also
available on ATI
Radeon HD 5400, 5500, 5600, and 5700 series graphics cards, with
the exception of double precision support. ATI will enable this
feature at a later date.
The features are enabled through the
ATI Catalyst OpenGL 4.0 preview driver, which can be found
here. Full support for OpenGL 4.0 will eventually be folded in
the regular monthly Catalyst driver updates.
"The fact
that we are able to announce our support for OpenGL 3.3 and OpenGL
4.0 at launch is an incredible feat on the part of our OpenGL
software team, and speaks volumes to the commitment and continued
support that the entire team brings to the many developers utilizing
OpenGL. In fact, with the launch of these updates, industry
pundits have commented that OpenGL is in for a renaissance of sorts.
As a company that believes in and encourages open and industry
standards, maintaining OpenGL as a strong and viable graphics API is
important to AMD," stated Chris James, Social Media Strategist
for the company's Global Communications team in a blog post.
"So if you want to save the planet, feel free to drive your Hummer. Just avoid the drive thru line at McDonalds." -- Michael Asher
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