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	<title>RasterGrid Blog &#187; GLSL</title>
	<atom:link href="http://rastergrid.com/blog/tag/glsl/feed/" rel="self" type="application/rss+xml" />
	<link>http://rastergrid.com/blog</link>
	<description>A technical blog from Daniel Rákos (aka aqnuep)</description>
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		<title>OpenGL vs DirectX: The War Is Far From Over</title>
		<link>http://rastergrid.com/blog/2011/10/opengl-vs-directx-the-war-is-far-from-over/</link>
		<comments>http://rastergrid.com/blog/2011/10/opengl-vs-directx-the-war-is-far-from-over/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 19:02:12 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Direct3D]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[occlusion culling]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[tessellation control shader]]></category>
		<category><![CDATA[tessellation evaluation shader]]></category>
		<category><![CDATA[transform feedback]]></category>
		<category><![CDATA[uniform buffer]]></category>
		<category><![CDATA[vertex buffer]]></category>
		<category><![CDATA[vertex shader]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=652</guid>
		<description><![CDATA[I&#8217;ve chosen the title based on the popular article that tries to prove that OpenGL lost the war against Direct3D. To be honest, I didn&#8217;t really like the article at all. First, because it compared OpenGL 3 which targeted Shader Model 4.0 hardware and DirectX 11 which targeted Shader Model 5.0 hardware. Besides that, as we]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2011%252F10%252Fopengl-vs-directx-the-war-is-far-from-over%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2FnmYZeW%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22OpenGL%20vs%20DirectX%3A%20The%20War%20Is%20Far%20From%20Over%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 260px"><img title="OpenGL vs DirectX" src="http://rastergrid.com/blog/wp-content/uploads/2011/10/opengl-vs-directx-250x138.jpg" alt="OpenGL vs DirectX" width="250" height="138" /><p class="wp-caption-text">The War Is Far From Over</p></div>
<p>I&#8217;ve chosen the title based on the <a title="OpenGL 3 &amp; DirectX 11: The War Is Over" href="http://www.tomshardware.com/reviews/opengl-directx,2019.html" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.tomshardware.com/reviews/opengl-directx_2019.html?referer=');">popular article</a> that tries to prove that OpenGL lost the war against Direct3D. To be honest, I didn&#8217;t really like the article at all. First, because it compared OpenGL 3 which targeted Shader Model 4.0 hardware and DirectX 11 which targeted Shader Model 5.0 hardware. Besides that, as we will see, the war is really far from over&#8230; This article aims to list the most important features introduced by OpenGL 3.x, OpenGL 4.x, Direct3D 10, Direct3D 11 and we will also talk about the promised features of the upcoming Direct3D 11.1 to be fair with DirectX <img src='http://rastergrid.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><span id="more-652"></span></p>
<p>After I wrote <a title="An introduction to OpenGL 4.2" href="http://rastergrid.com/blog/2011/08/an-introduction-to-opengl-4-2/">my article about the latest features introduced in OpenGL</a> someone asked me whether I can write an article about the comparison of the hardware features exposed by OpenGL and Direct3D. Instead of a long explanation, I decided to simply create a table of the features introduced by the APIs. Please note that the list focuses on hardware features and does not discuss API feature differences between the two APIs. The list may be far from complete and I&#8217;m happy to get feedback about what is missing from the table so that I can extend it. Also there are features for which I did not find whether an equivalent exists in D3D and are marked with a question mark. If anybody can point me to the answer, I would be happy, but I did not find a specification of the HLSL versions.</p>
<table style="width: 100%;" border="0">
<tbody>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>HARDWARE FEATURES EXPOSED</strong></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Draw command related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Conditional/predicated rendering based on the result of occlusion queries (<a href="http://www.opengl.org/registry/specs/NV/conditional_render.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/conditional_render.txt?referer=');">NV_conditional_render</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Basic geometry instancing support and instanced draw commands (<a href="http://www.opengl.org/registry/specs/ARB/draw_instanced.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_instanced.txt?referer=');">ARB_draw_instanced</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Geometry instancing with the ability to specify instanced vertex attributes (<a href="http://www.opengl.org/registry/specs/ARB/instanced_arrays.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/instanced_arrays.txt?referer=');">ARB_instanced_arrays</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Primitive restart (cut index) feature for batching multiple strips together (<a href="http://www.opengl.org/registry/specs/NV/primitive_restart.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/primitive_restart.txt?referer=');">NV_primitive_restart</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Draw commands allowing modification of the base vertex index (<a href="http://www.opengl.org/registry/specs/ARB/draw_elements_base_vertex.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_elements_base_vertex.txt?referer=');">ARB_draw_elements_base_vertex</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Indirect draw commands that source their parameters from server side buffers (<a href="http://www.opengl.org/registry/specs/ARB/draw_indirect.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_indirect.txt?referer=');">ARB_draw_indirect</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>New shader type related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Geometry shader support and adjacency primitive support (<a href="http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/geometry_shader4.txt?referer=');">ARB_geometry_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Instanced geometry shader support with fixed number of invocations (<a href="http://www.opengl.org/registry/specs/ARB/gpu_shader5.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/gpu_shader5.txt?referer=');">ARB_gpu_shader5</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Tessellation control and evaluation (hull and domain) shader support (<a href="http://www.opengl.org/registry/specs/ARB/tessellation_shader.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/tessellation_shader.txt?referer=');">ARB_tessellation_shader</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Transform feedback (stream-output) related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Basic transform feedback (stream-output) support (<a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/transform_feedback.txt?referer=');">EXT_transform_feedback</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Transform feedback support without a geometry shader being active (<a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/transform_feedback.txt?referer=');">EXT_transform_feedback</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for pausing and resuming transform feedback (stream-output) (<a href="http://www.opengl.org/registry/specs/ARB/transform_feedback2.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback2.txt?referer=');">ARB_transform_feedback2</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Auto-draw support (feed back the contents of the transform feedback buffer) (<a href="http://www.opengl.org/registry/specs/ARB/transform_feedback2.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback2.txt?referer=');">ARB_transform_feedback2</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Instanced auto-draw support (transform feedback buffer drawing with instancing support) (<a href="http://www.opengl.org/registry/specs/ARB/transform_feedback_instanced.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback_instanced.txt?referer=');">ARB_transform_feedback_instanced</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for outputting multiple primitive streams using transform feedback (stream-output) (<a href="http://www.opengl.org/registry/specs/ARB/transform_feedback3.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback3.txt?referer=');">ARB_transform_feedback3</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Asynchronous queries and related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Support for occlusion query for getting number of samples passed (<a href="http://www.opengl.org/registry/specs/ARB/occlusion_query.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/occlusion_query.txt?referer=');">ARB_occlusion_query</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for occlusion query for getting only a boolean value about visibility (<a href="http://www.opengl.org/registry/specs/ARB/occlusion_query2.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/occlusion_query2.txt?referer=');">ARB_occlusion_query2</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number vertices processed and the number of vertex shader invocations</td>
<td style="background-color: #cc5555"></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt1">[1]</a></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of geometry shader invocations in case a geometry shader is active</td>
<td style="background-color: #cc5555"></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt1">[1]</a></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of primitives output by the geometry shader (<a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/transform_feedback.txt?referer=');">EXT_transform_feedback</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of primitives that were sent to the rasterizer (<a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/transform_feedback.txt?referer=');">EXT_transform_feedback</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of primitives that were passing clipping and were actually rendered</td>
<td style="background-color: #cc5555"></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt1">[1]</a></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of times a fragment/pixel shader was invoked</td>
<td style="background-color: #cc5555"></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt1">[1]</a></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of primitives written during transform feedback (stream-output) (<a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/transform_feedback.txt?referer=');">EXT_transform_feedback</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the number of primitives generated during transform feedback (stream-output) (<a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/transform_feedback.txt?referer=');">EXT_transform_feedback</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query a server side high resolution timestamp (<a href="http://www.opengl.org/registry/specs/ARB/timer_query.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/timer_query.txt?referer=');">ARB_timer_query</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to query the completeness of rendering commands (<a href="http://www.opengl.org/registry/specs/ARB/sync.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/sync.txt?referer=');">ARB_sync</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Texture, vertex and renderbuffer format related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Floating point color and depth formats for textures and render buffers (various extensions)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Cube map textures with depth component internal format (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Half-float (16-bit) vertex and pixel data support (<a href="http://www.opengl.org/registry/specs/NV/half_float.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/half_float.txt?referer=');">NV_half_float</a>, <a href="http://www.opengl.org/registry/specs/ARB/half_float_pixel.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/half_float_pixel.txt?referer=');">ARB_half_float_pixel</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Non-normalized integer color formats for textures and renderbuffers (<a href="http://www.opengl.org/registry/specs/EXT/texture_integer.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/texture_integer.txt?referer=');">EXT_texture_integer</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Packed depth/stencil texture and renderbuffer formats (<a href="http://www.opengl.org/registry/specs/EXT/packed_depth_stencil.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/packed_depth_stencil.txt?referer=');">EXT_packed_depth_stencil</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">RGTC texture compression for two-component textures (<a href="http://www.opengl.org/registry/specs/EXT/texture_compression_rgtc.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/texture_compression_rgtc.txt?referer=');">EXT_texture_compression_rgtc</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Signed normalized texture component formats (<a href="http://www.opengl.org/registry/specs/EXT/texture_snorm.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/texture_snorm.txt?referer=');">EXT_texture_snorm</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Seamless cube map filtering support (to hide artifacts at cube map edges) (<a href="http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/seamless_cube_map.txt?referer=');">ARB_seamless_cube_map</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for swizzling the components of a texture (<a href="http://www.opengl.org/registry/specs/ARB/texture_swizzle.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_swizzle.txt?referer=');">ARB_texture_swizzle</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
</tr>
<tr>
<td style="padding: 0px">BPTC texture compression for floating point and unsigned normalized textures (<a href="http://www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt?referer=');">ARB_texture_compression_bptc</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">64-bit floating point vertex attribute formats (<a href="http://www.opengl.org/registry/specs/ARB/vertex_attrib_64bit.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/vertex_attrib_64bit.txt?referer=');">ARB_vertex_attrib_64bit</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>New texture type related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">One- and two-dimensional layered array textures (<a href="http://www.opengl.org/registry/specs/EXT/texture_array.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/texture_array.txt?referer=');">EXT_texture_array</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Cube map array textures as special two-dimensional array textures (<a href="http://www.opengl.org/registry/specs/ARB/texture_cube_map_array).txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_cube_map_array_.txt?referer=');">ARB_texture_cube_map_array)</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Rectangular textures with no mipmap support and that are accessed with integer coordinates (<a href="http://www.opengl.org/registry/specs/ARB/texture_rectangle.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_rectangle.txt?referer=');">ARB_texture_rectangle</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Multisampled textures and support for fetching specific sample locations (<a href="http://www.opengl.org/registry/specs/ARB/texture_multisample.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_multisample.txt?referer=');">ARB_texture_multisample</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Casting a texture&#8217;s interpreted internal format to another internal format</td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt4">[4]</a></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt4">[4]</a></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Uniform buffer (constant buffer) related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Basic uniform buffer (constant buffer) support (<a href="http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt?referer=');">ARB_uniform_buffer_object</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for large uniform buffers and binding subranges (<a href="http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt?referer=');">ARB_uniform_buffer_object</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Framebuffer and texture rendering related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Rendering to textures and renderbuffers (<a href="http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/framebuffer_object.txt?referer=');">EXT_framebuffer_object</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Multisample stretch blit functionality (<a href="http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt?referer=');">EXT_framebuffer_multisample</a>, <a href="http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/framebuffer_blit.txt?referer=');">EXT_framebuffer_blit</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">sRGB rendering and blending support for framebuffers (<a href="http://www.opengl.org/registry/specs/EXT/framebuffer_sRGB.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/framebuffer_sRGB.txt?referer=');">EXT_framebuffer_sRGB</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for enabling or disabling clamping of the depth of fragments (<a href="http://www.opengl.org/registry/specs/ARB/depth_clamp.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/depth_clamp.txt?referer=');">ARB_depth_clamp</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for logical operations on integer render targets (supported for a decade in OpenGL)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Blending related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Support for alpha-to-coverage when using multisampling (<a href="http://www.opengl.org/registry/specs/ARB/multisample.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/multisample.txt?referer=');">ARB_multisample</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Per-color-buffer blend enables and color writemasks (<a href="http://www.opengl.org/registry/specs/EXT/draw_buffers2.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/draw_buffers2.txt?referer=');">EXT_draw_buffers2</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Dual-source color blending support based on a secondary output of the fragment shader (<a href="http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/blend_func_extended.txt?referer=');">ARB_blend_func_extended</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Individual blend equations and blend functions support for each color output (<a href="http://www.opengl.org/registry/specs/ARB/draw_buffers_blend.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_buffers_blend.txt?referer=');">ARB_draw_buffers_blend</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Shader related features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Texture lookup functions to access individual texels of a LOD using integer coordinates (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Query the dimensions of a specific LOD of a texture in shaders (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Ability to apply integer offsets to the texel location during texture lookup (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Ability to explicitly pass in derivative values that are used to compute LOD during texture lookup (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Control over varying variable interpolation: non-perspective, flat, centroid sampling, etc. (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Full signed and unsigned integer support in shaders (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<tr>
<td style="padding: 0px">Vertex ID built-in variable available in vertex shader (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Primitive ID built-in variable available in geometry and fragment shader (<a href="http://www.opengl.org/registry/specs/EXT/gpu_shader4.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/gpu_shader4.txt?referer=');">EXT_gpu_shader4</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Instance ID built-in variable available in vertex shader (<a href="http://www.opengl.org/registry/specs/ARB/draw_instanced.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_instanced.txt?referer=');">ARB_draw_instanced</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Shader fragment coordinate convention control (<a href="http://www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt?referer=');">ARB_fragment_coord_conventions</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
</tr>
<tr>
<td style="padding: 0px">Provoking vertex control (for flat shaded varying value selection) (<a href="http://www.opengl.org/registry/specs/ARB/provoking_vertex.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/provoking_vertex.txt?referer=');">ARB_provoking_vertex</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cc5555;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for encoding and decoding floating point values from and to integers (<a href="http://www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt?referer=');">ARB_shader_bit_encoding</a>)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for get the results of the automatic LOD computations in shaders (<a href="http://www.opengl.org/registry/specs/ARB/texture_query_lod.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_query_lod.txt?referer=');">ARB_texture_query_lod</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for coherent indexing into arrays of samplers using non-constant indices (addressable samplers) (<a href="http://www.opengl.org/registry/specs/ARB/gpu_shader5.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/gpu_shader5.txt?referer=');">ARB_gpu_shader5</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for indexing into arrays of uniform blocks (addressable constant buffers) (<a href="http://www.opengl.org/registry/specs/ARB/gpu_shader5.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/gpu_shader5.txt?referer=');">ARB_gpu_shader5</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Gathered texture fetches over a 2&#215;2 footprint (with custom offsets) (<a href="http://www.opengl.org/registry/specs/ARB/texture_gather.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_gather.txt?referer=');">ARB_texture_gather</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Invocation ID built-in variable available in geometry shader (<a href="http://www.opengl.org/registry/specs/ARB/gpu_shader5.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/gpu_shader5.txt?referer=');">ARB_gpu_shader5</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for double-precision floating-point data types in shaders (<a href="http://www.opengl.org/registry/specs/ARB/gpu_shader_fp64.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/gpu_shader_fp64.txt?referer=');">ARB_gpu_shader_fp64</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for sample-frequency fragment shader execution (<a href="http://www.opengl.org/registry/specs/ARB/sample_shading.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/sample_shading.txt?referer=');">ARB_sample_shading</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support indirect subroutine calls in all shader stages (<a href="http://www.opengl.org/registry/specs/ARB/shader_subroutine.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_subroutine.txt?referer=');">ARB_shader_subroutine</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for selecting from multiple viewports using a geometry shader (<a href="http://www.opengl.org/registry/specs/ARB/viewport_array.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/viewport_array.txt?referer=');">ARB_viewport_array</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for dedicated atomic counters in shaders (<a href="http://www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt?referer=');">ARB_shader_atomic_counters</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55; text-align: center;"><a href="#tblcmt2">[2]</a></td>
<td style="background-color: #55cc55; text-align: center;"><a href="#tblcmt2">[2]</a></td>
</tr>
<tr>
<td style="padding: 0px">Support for backing up dedicated atomic counters with buffers (<a href="http://www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt?referer=');">ARB_shader_atomic_counters</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt5">[5]</a></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt5">[5]</a></td>
</tr>
<tr>
<td style="padding: 0px">Support for load/store (read/write) buffers and textures in shaders (<a href="http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_image_load_store.txt?referer=');">ARB_shader_image_load_store</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #cccc55; text-align: center;"><a href="#tblcmt3">[3]</a></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for atomic operations on load/store buffers and textures (<a href="http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_image_load_store.txt?referer=');">ARB_shader_image_load_store</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for disabling or forcing early depth test (<a href="http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_image_load_store.txt?referer=');">ARB_shader_image_load_store</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for conservative depth (enabling safe early tests even when modifying depth) (<a href="http://www.opengl.org/registry/specs/ARB/conservative_depth.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/conservative_depth.txt?referer=');">ARB_conservative_depth</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support for coverage as input to the fragment shader (<a href="http://www.opengl.org/registry/specs/ARB/gpu_shader5.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/gpu_shader5.txt?referer=');">ARB_gpu_shader5</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="text-align: center; background-color: #c5e526;" colspan="6"><strong>Miscellaneous features</strong></td>
</tr>
<tr style="height: 20px">
<td style="background-color: #aaaaaa;"></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 3.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">GL 4.x</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 10</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11</span></strong></td>
<td style="text-align: center; width: 50px; background-color: #aaaaaa; padding: 0px;"><strong><span style="color: #ffffff;">DX 11.1</span></strong></td>
</tr>
<tr>
<td style="padding: 0px">Support for floating point viewport specification (<a href="http://www.opengl.org/registry/specs/ARB/viewport_array.txt" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/viewport_array.txt?referer=');">ARB_viewport_array</a>)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Per-texture mipmap clamping (supported since the very early versions of OpenGL)</td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
<tr>
<td style="padding: 0px">Support to use a single depth texture for depth testing and as texture input (when depth writes are disabled)</td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #cc5555;"></td>
<td style="background-color: #55cc55;"></td>
<td style="background-color: #55cc55;"></td>
</tr>
</tbody>
</table>
<p><a name="tblcmt1">[1]</a> There is no support for these counters in OpenGL, however they can be implemented with the help of shader atomic counters.<br />
<a name="tblcmt2">[2]</a> There is no support in Direct3D to use the dedicated atomic counter hardware (supported currently only by AMD GPUs) only by using an append/consume buffer. Though, as atomic counters are the part of UAVs and arbitrary number of UAVs can be attached to a single resource, the same functionality is supported indirectly.<br />
<a name="tblcmt3">[3]</a> There is read/write buffer and texture support in Direct3D 11, however it is available only in the fragment (pixel) shader. Direct3D 11.1 plans to remove this restriction.<br />
<a name="tblcmt4">[4]</a> There is no support for texture format casting in OpenGL, conversion, however, can be done by doing a copy preferably using pixel buffer objects.<br />
<a name="tblcmt5">[5]</a> There is no support for automatic storage of atomic counter values in buffers in Direct3D, however, their value can be manually copied to arbitrary resources.</p>
<p>As a conclusion, I would like to say just one thing: even though there are some features that are not supported by either OpenGL or Direct3D, we really can say that the two APIs are on par with the number of hardware features they expose.</p>
<p>(Sorry in advance for any mistakes, it took quite some time to create this table and I may became too tired at the end)</p>

]]></content:encoded>
			<wfw:commentRss>http://rastergrid.com/blog/2011/10/opengl-vs-directx-the-war-is-far-from-over/feed/</wfw:commentRss>
		<slash:comments>70</slash:comments>
		</item>
		<item>
		<title>An introduction to OpenGL 4.2</title>
		<link>http://rastergrid.com/blog/2011/08/an-introduction-to-opengl-4-2/</link>
		<comments>http://rastergrid.com/blog/2011/08/an-introduction-to-opengl-4-2/#comments</comments>
		<pubDate>Sun, 28 Aug 2011 14:25:25 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[atomic counter]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[image load store]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[texture buffer]]></category>
		<category><![CDATA[transform feedback]]></category>
		<category><![CDATA[uniform buffer]]></category>
		<category><![CDATA[vertex shader]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=611</guid>
		<description><![CDATA[After the release of the OpenGL 4.1 specification the Khronos Group slowed down the pace a little bit but they didn&#8217;t left OpenGL developers without a new specification version for too long as a few weeks ago they&#8217;ve released OpenGL 4.2. The new version of the specification brings several API improvements as well as exposes]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2011%252F08%252Fan-introduction-to-opengl-4-2%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2FpAMBuE%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22An%20introduction%20to%20OpenGL%204.2%22%20%7D);"></div>
<p>After the release of the OpenGL 4.1 specification the Khronos Group slowed down the pace a little bit but they didn&#8217;t left OpenGL developers without a new specification version for too long as a few weeks ago they&#8217;ve released OpenGL 4.2. The new version of the specification brings several API improvements as well as exposes some important pieces of hardware functionality that makes OpenGL 4.x class hardware a great step forward in GPU history. This article aims to present the newly introduced features in the latest version of the OpenGL specification and, as a few months ago I wrote an article about <a title="Suggestion for OpenGL 4.2 and beyond" href="http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/">Suggestions for OpenGL 4.2 and beyond</a>, I will write a few words about how does the new specification reflect my forecast.</p>
<p><span id="more-611"></span></p>
<h2>New features in OpenGL 4.2</h2>
<p>OpenGL 4.2 finally filled the holes in the capability matrix of Shader Model 5.0 hardware with some long waited extensions from which some of the functionalities were actually already accessible through cross-vendor and vendor specific extensions. Also, the new version of the specification brings some important API improvement extensions and GLSL constructs that continue the transition to a more easy to use state and shader management.</p>
<h3><a title="GL_ARB_texture_compression_bptc" href="http://www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt?referer=');">ARB_texture_compression_bptc</a></h3>
<p>This extension adds the new block compression texture formats called BC7 and BC6H in Direct3D terminology. The extension is actually available for quite some time, since the release of OpenGL 4.0 but now it became core. The formats provide high quality block compression for fixed point RGBA and sRGB textures as well as two floating point texture compression formats for signed and unsigned data.</p>
<p>Traditional block compression methods (as S3TC or RGTC) use the gradients in a block of pixels which works fine for smooth images but does provide poor results in case of sharp edges. BPTC solves the issue by dividing blocks into multiple partitions which are compressed using independent gradients thus providing better overall quality.</p>
<p>When comparing compression efficiency, BPTC has a compression ratio of 3:1 compared to 6:1, 4:1 and 2:1 that are the compression ratios of the S3TC DXT1, S3TC DXT5 and RGTC formats respectively.</p>
<h3><a title="GL_ARB_compressed_texture_pixel_storage" href="http://www.opengl.org/registry/specs/ARB/compressed_texture_pixel_storage.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/compressed_texture_pixel_storage.txt?referer=');">ARB_compressed_texture_pixel_storage</a></h3>
<p>This is an interesting extension that solves a problem that I didn&#8217;t even know is such a big issue. The extension is designed primarily to support compressed image formats with fixed-size blocks as that of BPTC as an example. The application can use this extension to configure pixel store parameters so that subtexture operations can provide consistent results in all cases.</p>
<h3><a title="GL_ARB_texture_storage" href="http://www.opengl.org/registry/specs/ARB/texture_storage.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_storage.txt?referer=');">ARB_texture_storage</a></h3>
<p>This is again an interesting extension that provides API improvement over how texture storage is allocated in classic OpenGL. As we all know, OpenGL was always too ad hoc on resource management, from the point of view of when actual resources are allocated for a particular API primitive. This is especially a problem in case of textures where we potentially talk about large amount of data. In classic OpenGL the driver could not know from the beginning for example whether the application will need mipmaps for the texture or how many levels are required. This could easily result in bad allocation patterns and/or large reallocations. This extension introduces the concept of immutable texture images where all the levels are allocated up-front for a texture object.</p>
<h3><a title="GL_ARB_transform_feedback_instanced" href="http://www.opengl.org/registry/specs/ARB/transform_feedback_instanced.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback_instanced.txt?referer=');">ARB_transform_feedback_instanced</a></h3>
<p>This extension extends the so called &#8220;AutoDraw&#8221; feature by providing instanced &#8220;AutoDraw&#8221;. This means that geometry captured using transform feedback can be rendered multiple time using geometry instancing. This is actually a feature that even D3D11 does not provide and being such, I didn&#8217;t even think that hardware supports it, even though I think the list usage patterns of the extensions is most probably pretty narrow.</p>
<h3><a title="GL_ARB_base_instance" href="http://www.opengl.org/registry/specs/ARB/base_instance.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/base_instance.txt?referer=');">ARB_base_instance</a></h3>
<p>This extension is actually the feature I called <strong>ARB_instanced_arrays2</strong> in my <a title="Suggestions for OpenGL 4.2 and beyond." href="http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/" target="_blank">suggestion list</a>. The extension provides three new draw commands, one is kind of illy named as <strong>DrawElementsInstancedBaseVertexBaseInstance</strong>, even though this command can be called the &#8220;basic&#8221; indexed draw commands that specifies all parameters. Also, the parameter list of the indirect indexed draw command is extended with the base instance parameter. Fortunately, however, the ARB chosen to add new commands rather than a <strong>SetBaseInstance</strong>-style state specifier command to introduce the new concept. Funnily this feature was missing for a long time as, as far as I know, it is supported by all GPUs capable of doing instanced drawing, and is available in D3D as well.</p>
<h3><a title="GL_ARB_shader_image_load_store" href="http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_image_load_store.txt?referer=');">ARB_shader_image_load_store</a></h3>
<p>This is where things get start really interesting. This new extension is the ARBified version of the extension <a title="GL_EXT_shader_image_load_store" href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/shader_image_load_store.txt?referer=');">EXT_shader_image_load_store</a> which fortunately didn&#8217;t make it into core in its current form.</p>
<p>The extension provides GLSL built-in functions allowing shaders to load from, store to, and perform atomic read-modify-write operations to a single level of a texture called an image from any shader stage. Also, the extension indirectly enables the same set of operations for buffer objects by using buffer textures. This enables developers to implement more sophisticated algorithms using shaders that require more complex data structures than just plain arrays.</p>
<p>This, together with atomic counters that we will talk about later, enables the possibility to implement append/consume buffers and rendering techniques like AMD&#8217;s Order-Independent Transparency (OIT) algorithm as <a title="OIT and Indirect Illumination  Using DX11 Linked Lists" href="http://www.slideshare.net/hgruen/oit-and-indirect-illumination-using-dx11-linked-lists" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.slideshare.net/hgruen/oit-and-indirect-illumination-using-dx11-linked-lists?referer=');">presented at GDC10</a>.</p>
<p>As the introduction of the new write operations to fragment shaders besides the traditional framebuffer writes makes the execution of the shader have side effects and thus sensitive to whether early-Z is used or not by the hardware, so the extension also provides a mechanism to force or disable early-Z in the fragment shader.</p>
<p>A similar issue is in case of vertex shaders as the post-transform cache may be no longer valid in case of certain usage patterns of load/store images so, based on how smart the shader compiler is, the post-transform cache could be easily disabled in case a vertex shader uses load/store images resulting in downgraded performance, so care must be taken when using read/write images in vertex shaders as OpenGL does not have any mechanism to help these issues (but I actually have a proposal that I&#8217;ll talk about in a future article).</p>
<p>The API of this extension is greatly improved compared to the EXT version, especially when dealing with various texture image formats. The extension also provides a future-proof DSA-style API. Further, the ARB version of the extension supports loads from any texture format and corrected some specification bugs of the EXT version.</p>
<p>From hardware implementation point of view, it must be noted that in case a shader contains atomic operations applied to a particular read/write image the driver uses a different hardware path, as required by atomic read-modify-writes so that care must be taken to use atomic operations only when necessary. Also note that this decision is made statically at compile time by the driver so even a single atomic operation in an unlikely taken branch will result it degraded performance. This is another reason why to use atomic counters to implement append/consume buffers instead of using read/write image atomics.</p>
<h3><a title="GL_ARB_shader_atomic_counters" href="http://www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt?referer=');">ARB_shader_atomic_counters</a></h3>
<p>This the other long waited feature that I also suggested and was still missing from OpenGL but was available in D3D11. The specification was actually ongoing for a long time now (about a year) and it even appeared for a while in AMD&#8217;s OpenGL drivers sometimes as EXT, sometimes as ARB extension. The extension provides API to access a number of hardware atomic counters that provide efficient counter operations on a GPU global scale. Atomic counters come handy in many cases like append/consume buffers or indirect draw buffer construction.</p>
<p>The extension provides access to these atomic counters from GLSL and also makes it possible to back them up with buffer objects so after OpenGL draw calls the value of the counters is preserved in these buffers for later use.</p>
<p>The OpenGL implementation is superior compared to D3D&#8217;s as it provides access to atomic counters from all shader stages, with caveats of course as, it was mentioned in the previous section, the side effects made possible with read/write images and atomic counters require special care in case of fragment and vertex shaders as they may result in invalid rendering and/or lower performance.</p>
<p>On hardware vendor implementations, it must be noted that atomic counters are much, much more faster than read/write image atomics, at least on AMD hardware which has dedicated hardware for atomic counters. On NVIDIA hardware, though, it seems that there is no different hardware path for atomic counters as their performance is roughly the same as in case of read/write image atomics.</p>
<p>The dedicated hardware implementation of atomic counters, however, comes with a trade-off as the number of atomic counters is severely limited on AMD hardware, but one can still use read/write image atomics if ran out of atomic counters.</p>
<h3><a title="GL_ARB_conservative_depth" href="http://www.opengl.org/registry/specs/ARB/conservative_depth.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/conservative_depth.txt?referer=');">ARB_conservative_depth</a></h3>
<p>This is another extension I&#8217;ve suggested and that fills another functionality hole compared to D3D11. The extension is actually an ARBified version of <a title="GL_AMD_conservative_depth" href="http://www.opengl.org/registry/specs/AMD/conservative_depth.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/conservative_depth.txt?referer=');">AMD_conservative_depth</a> that extends the application developer&#8217;s control over eary depth and stencil tests. <a title="GL_ARB_shader_image_load_store" href="http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_image_load_store.txt?referer=');">ARB_shader_image_load_store</a>  already provides a way to force or disable eary-Z and this extension provides further modes that provide a hint to the driver about how depth is modified in a fragment shader that outputs depth. This passes enough information to the GL implementation to activate some early depth test optimizations safely while still preserving the ability to account the final depth value in the depth test.</p>
<p>The extension exposes the new capability in the form of fragment shader input layout qualifiers called &#8220;depth_any&#8221;, &#8220;depth_greater&#8221;, &#8220;depth_less&#8221; and &#8220;depth_unchanged&#8221;. The interesting ones are the one that assume a greater or less depth value as output and provide the ability to early reject groups of fragments using Hi-Z and early-Z even when depth is modified. This technique can greatly improve the rendering performance of volumetric particles, decals and billboards.</p>
<p>As far as I can tell, though, the extension provides performance benefits only the AMD hardware currently as NVIDIA hardware does not have such functionality thus using the extension would still force NVIDIA GPUs to disable early-Z in case the fragment shader outputs a depth value, but future hardware may change this.</p>
<h3><a title="GL_ARB_shading_language_420pack" href="http://www.opengl.org/registry/specs/ARB/shading_language_420pack.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shading_language_420pack.txt?referer=');">ARB_shading_language_420pack</a></h3>
<p>This is a strangely named extension that provides a lot of improvements to GLSL. These are mostly API improvements only, but have a great value when looking at source code maintainability and resource management.</p>
<p>I think the most useful addition of the extension is the &#8220;binding&#8221; layout qualifier that I referred to as ARB_explicit_sampler_location and ARB_explicit_uniform_block_index in my <a title="Suggestions for OpenGL 4.2 and beyond." href="http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/" target="_blank">suggestion list</a>. This enables shader writers to explicitly bind a uniform block binding index to a uniform block as well as explicitly bind sampler, texture and image binding points to a sampler or image variable.</p>
<p>Besides that, the extension adds other minor improvements, like implicit conversion of return values of functions, UTF-8 character set support, C-style initializer list support and scalar swizzle operators.</p>
<h3><a title="GL_ARB_internalformat_query" href="http://www.opengl.org/registry/specs/ARB/internalformat_query.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/internalformat_query.txt?referer=');">ARB_internalformat_query</a></h3>
<p>This is another kind of strangely named extension that was meant to provide the possibility to query information about the internal format of textures, however, it actually failed it as it provides only the ability to query the maximum number of samples available for different texture formats.</p>
<p>The extension was ambitious as it planned to provide internal format information like the ability to query the actual internal format used, whether the format is renderable, accessible in a particular shader stage, whether it can be used as read/write image, and even to provide performance hint about using a particular texture internal format. Unfortunately all these were left for a future extension.</p>
<h3><a title="GL_ARB_map_buffer_alignment" href="http://www.opengl.org/registry/specs/ARB/map_buffer_alignment.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/map_buffer_alignment.txt?referer=');">ARB_map_buffer_alignment</a></h3>
<p>This is the last new extension introduced in OpenGL 4.2 that trivially adds the requirement to the pointer returned by buffer mapping commands that they provide a minimum of 64 byte alignment to support processing of the data directly with special CPU instructions like SSE or AVX. This can provide further performance increase when client is modifying buffer data.</p>
<h2>Conclusion</h2>
<p>OpenGL 4.2 again proven that OpenGL is not dead, but in fact plans to be again the ultimate choice of 3D API by pushing the exposed hardware capabilities over the line set by D3D11. When thinking about the list of expected extensions I presented in my earlier article, <a title="Suggestions for OpenGL 4.2 and beyond" href="http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/" target="_blank">Suggestions for OpenGL 4.2 and beyond</a> we can see that OpenGL 4.2 fulfilled all my expectations and even my wish list was partly fulfilled, but here&#8217;s the list for a better overview:</p>
<p><strong>My expectations for OpenGL 4.2:</strong></p>
<pre style="background-color: #ccffcc;"><strong>GL_EXT_shader_image_load_store</strong>
<span>- added in the form of GL_ARB_shader_image_load_store</span></pre>
<pre style="background-color: #ccffcc;"><strong>GL_ARB_shader_atomic_counters</strong>
<span>- added as is</span></pre>
<pre style="background-color: #ccffcc;"><strong>GL_ARB_instanced_arrays2</strong>
<span>- added in the form of GL_ARB_base_instance</span></pre>
<pre style="background-color: #ccffcc;"><strong>GL_ARB_explicit_sampler_location</strong>
<span>- added in the form of GL_ARB_shading_language_420pack</span></pre>
<pre style="background-color: #ccffcc;"><strong>GL_ARB_explicit_uniform_block_index</strong>
<span>- added in the form of GL_ARB_shading_language_420pack</span></pre>
<p><strong>My personal wish-list for OpenGL 4.2:</strong></p>
<pre style="background-color: #ffcccc;"><strong>GL_ARB_draw_indirect2</strong>
<span>- still missing, though partly available though <a title="GL_AMD_multi_draw_indirect" href="http://www.opengl.org/registry/specs/AMD/multi_draw_indirect.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/multi_draw_indirect.txt?referer=');">GL_AMD_multi_draw_indirect</a></span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_ARB_direct_state_access</strong>
<span>- still missing, however, there is hope that it will be included in the next release where the ARB plans to rewrite the whole structure of the core specification</span></pre>
<pre style="background-color: #ccffcc;"><strong>GL_NV_texture_barrier</strong>
<span>- not in core but it is implicitly subsumed by GL_ARB_shader_image_load_store, they say</span></pre>
<pre style="background-color: #ccffcc;"><strong>GL_AMD_conservative_depth</strong>
<span>- added in the form of GL_ARB_conservative_depth, despite lack of NVIDIA support</span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_ARB_texture_gather_lod</strong>
<span>- still missing, because of lack of supporting hardware</span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_NV_copy_image</strong>
<span>- still missing, even though it could be a good API improvement</span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_EXT_texture_filter_anisotropic</strong>
<span>- still missing, as I was informed, because of patent issues</span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_ARB_shader_stencil_export</strong>
<span>- still missing, most probably because of lack of NVIDIA hardware support</span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_AMD_depth_clamp_separate</strong>
<span>- still missing, most probably because of lack of NVIDIA hardware support</span></pre>
<pre style="background-color: #ffcccc;"><strong>GL_AMD_transform_feedback3_lines_triangles</strong>
<span>- still missing, most probably because of lack of NVIDIA hardware support</span></pre>

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			<wfw:commentRss>http://rastergrid.com/blog/2011/08/an-introduction-to-opengl-4-2/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<item>
		<title>Frei-Chen edge detector</title>
		<link>http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/</link>
		<comments>http://rastergrid.com/blog/2011/01/frei-chen-edge-detector/#comments</comments>
		<pubDate>Sun, 30 Jan 2011 15:27:43 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Samples]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[detection]]></category>
		<category><![CDATA[edge]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=532</guid>
		<description><![CDATA[In this article, I would like to present you an edge detection algorithm that shares similar performance characteristics like the well-known Sobel operator but provides slightly better edge detection and can be seamlessly extended with little to no performance overhead to also detect corners alongside with edges. The algorithm works on a 3&#215;3 texel footprint]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2011%252F01%252Ffrei-chen-edge-detector%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2Fehkb4E%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22Frei-Chen%20edge%20detector%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 160px"><img title="Frei-Chen edge detector" src="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/frei-chen.png" alt="Frei-Chen edge detector" width="150" height="150" /><p class="wp-caption-text">Frei-Chen edge detector</p></div>
<p>In this article, I would like to present you an edge detection algorithm that shares similar performance characteristics like the well-known Sobel operator but provides slightly better edge detection and can be seamlessly extended with little to no performance overhead to also detect corners alongside with edges. The algorithm works on a 3&#215;3 texel footprint similarly like the Sobel filter but applies a total of nine convolution masks over the image that can be used for either edge or corner detection. The article presents the mathematical background that is needed to implement the edge detector and provides a reference implementation written in C/C++ using OpenGL that showcases both the Frei-Chen and the Sobel edge detection filter applied to the same image.</p>
<p><span id="more-532"></span>I met with the algorithm during my computer graphics studies when one of my homeworks was to implement the Frei-Chen edge detector. As I already mentioned it in an earlier post, I am willing to provide source code for more basic graphics algorithms after seeing the success of <a title="Efficient Gaussian blur with linear sampling" href="http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/">my former post</a> about the Gaussian blur filter. This one is a very similarly basic article, taking in consideration it shows only how to apply a particular convolution filter based algorithm on a still image, while the possibilities this edge detection algorithm brings is a more complex topic that is out of the scope of this article.</p>
<p>As the provided reference implementation also showcases applying the Sobel operator on an image, I would like to present that first and then continue with the presentation of the Frei-Chen masking set. Those who are already well familiar with edge detection and the Sobel operator can skip the following two sections.</p>
<h2>Edge detection</h2>
<p>Before getting deep into how to implement edge detectors, let&#8217;s first talk about what is an edge detector and why we need it.</p>
<p>In general, edge detection is one of the most fundamental image processing tools, particularly used in the areas of feature detection and feature extraction. The aim of the technique is to identify points of a digital image at which the intensity changes sharply. The reason of these intensity changes can be either discontinuities in depth, surface orientation, lighting condition changes and many other factors. In the ideal case, the result of applying an edge detector to an image leads us to a set of connected lines or curves that indicate the boundaries of objects.</p>
<p>Not going that far, what an edge detector gives us from the very beginning is a gray-scale image where each pixel intensity tries to approximate the likelihood of whether that pixel belongs to an object boundary. How well a particular algorithm can detect such pixels depends on many factors and usually it is better to try multiple edge detectors in order to choose one that fits most for the particular use case.</p>
<p>After we got this gray-scale image we usually have to define a threshold value that will be used as an acceptance criteria for edge pixels. If the intensity value previously calculated is above this threshold then we accept the pixel as an edge otherwise we don&#8217;t. This part is the so called binarization stage. Additionally, subsequent image processing algorithms can be used to further interpret the edge image.</p>
<p>In computer graphics, edge detection is usually used to implement various image decoration algorithms. Maybe the most popular applications of edge detectors nowadays are non-photorealistic rendering (NPR) and screen-space anti-aliasing techniques.</p>
<h2>Sobel filter</h2>
<p>The Sobel edge detection filter works on a 3&#215;3 texel footprint and applies two convolution masks to the image that are intended to detect horizontal and vertical gradients of the image. The filter weights can be seen in on the figure below:</p>
<p style="text-align: center;"><img class="   aligncenter" title="Sobel masks" src="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/sobel-masks.png" alt="Sobel masks" width="457" height="119" /></p>
<p>These masks are applied to the intensities gathered from the 3&#215;3 footprint of the image and then are accumulated to produce the final gradient value in the following way:</p>
<p style="text-align: center;"><img class="aligncenter" title="Sobel gradient" src="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/sobel-grad.png" alt="Sobel gradient" width="321" height="84" /></p>
<p>The actual algorithm can be seen in the accompanying demo that provides a GLSL based implementation. The algorithm is defined to work on one channel image, however it can be easily extended to be applied either separately on a usual three-channel RGB image or by first calculating a gray-scale value based on the color component values. The former is more computationally intensive but usually provides better results by defining the threshold criteria in a way that a pixel is accepted as boundary point if the gradient value is larger than the threshold for either of the color channels. The reference implementation, however is based on the later approach for the sake of simplicity so for each pixel first an intensity value is calculated simply by taking the length of the vector comprised of the RGB components.</p>
<h2>Frei-Chen filter</h2>
<p>The Frei-Chen edge detector also works on a 3&#215;3 texel footprint but applies a total of nine convolution masks to the image. Frei-Chen masks are unique masks, which contain all of the basis vectors. This implies that a 3&#215;3 image area is represented with the weighted sum of nine Frei-Chen masks that can be seen below:</p>
<p style="text-align: center;"><img class="aligncenter" title="Frei-Chen masks" src="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/frei-chen-masks.png" alt="Frei-Chen masks" width="650" height="237" /></p>
<p>The first four Frei-Chen masks above are used for edges, the next four are used for lines and the last mask is used to compute averages. For edge detection, appropriate masks are chosen and the image is projected onto it. The projection equation is given below:</p>
<p style="text-align: center;"><img class="aligncenter" title="Frei-Chen equation" src="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/frei-chen-eq.png" alt="Frei-Chen equation" width="631" height="108" /></p>
<p>When we are using the Frei-Chen masks for edge detection we are searching for the cosine defined above and we use the first four masks as the elements of importance so the first sum above goes from one to four.</p>
<p>The application of a threshold and applying the filter to multi-channel images works exactly the same way like in case of the Sobel filter. Similarly, the reference implementation applies the filter on the image as it would be a single-channel image by first calculating the intensity value for each texel in the same fashion like with the previously presented filter.</p>
<h2>Comparison</h2>
<p>Based on my experience, the Frei-Chen edge detector looks better than the Sobel filter as it is less sensitive to noise and is able to detect edges that have small gradients and thus are not found by the basic Sobel filter. For a comparison, you can check the figure below:</p>
<div class="wp-caption aligncenter" style="width: 610px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/ed-comparison.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2011/01/ed-comparison.png?referer=');"><img title="Comparison of edge detectors" src="http://www.rastergrid.com/blog/wp-content/uploads/2011/01/ed-comparison-thumb.png" alt="Comparison of edge detectors" width="600" height="200" /></a><p class="wp-caption-text">Comparison of edge detectors: original image (left), Sobel filter (middle), Frei-Chen filter (right).</p></div>
<p>The reason why the Frei-Chen edge detector seems to work better is because its construction includes a normalization factor as well as other factors that are meant to exclude all other features except edges. A normalization factor can be also added to the Sobel filter by having a third mask that is equivalent with the ninth Frei-Chen mask and is used to normalize the gradients. This could help in reducing the number of undetected edges and the amount of noise that arises from the fact that the Sobel filter calculates absolute gradients rather than relative ones.</p>
<p>From performance point of view, the Frei-Chen edge detector is much more heavyweight as it uses nine masks instead of two, however, in practice, the performance difference between the two is much less taking in consideration that both use the same sized texel footprint and the computational performance of today&#8217;s GPUs is usually much higher than their texture fetching performance.</p>
<h2>Conclusion</h2>
<p>We managed to present an alternative algorithm for the Sobel filter in the form of the Frei-Chen edge detector that, even though having little impact on the performance compared to the Sobel operator, provides better edge detection quality. Having little to no difference in the way how the input data has to be organized and how the result is output, the Frei-Chen edge detector can be easily used as a drop-in replacement for implementations that used the Sobel filter before.</p>
<p><strong>Source code</strong> and <strong>Win32 binary</strong> can be acquired in the <a title="Frei-Chen Edge Detector" href="http://rastergrid.com/blog/downloads/frei-chen-edge-detector/">downloads section</a>.</p>
<p>I would like to encourage those who read this article to add the Frei-Chen edge detector into their software for making a comparison about whether it yields to better results than the Sobel filter for applications that rely on the output of the edge detection filter. I would be interested how the filter works in real-life computer graphics scenarios.</p>
<p>Thanks in advance and hope you enjoyed the article!</p>

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		<title>Suggestions for OpenGL 4.2 and beyond</title>
		<link>http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/</link>
		<comments>http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/#comments</comments>
		<pubDate>Sun, 14 Nov 2010 17:15:23 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[callback]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[texture buffer]]></category>
		<category><![CDATA[transform feedback]]></category>
		<category><![CDATA[uniform buffer]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=504</guid>
		<description><![CDATA[The Khronos Group did a great job in the last few years to once again prove that OpenGL is still in game and that it can become the ultimate graphics API of choice, if it is not that already. However, we must note that it is not quite yet true that OpenGL 4.1 is a]]></description>
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<p>The Khronos Group did a great job in the last few years to once again prove that OpenGL is still in game and that it can become the ultimate graphics API of choice, if it is not that already. However, we must note that it is not quite yet true that OpenGL 4.1 is a superset of its competitor, DirectX 11. We still have some holes that still have to be filled and I think the ARB should not stop just there as there is much more potential in the current hardware architectures than that is currently exposed by any graphics API so establishing the future of OpenGL should start by going one step further than DX11. In this article I would like to present my vision of items of importance that should be included in the next revision of the specification and how I see the future of OpenGL.</p>
<p><span id="more-504"></span>Since the original OpenGL Longs Peak announcement, graphics developers were really excited to get their hands on the completely revised OpenGL 3 specification. Still, due to severe backward compatibility and portability issues the original plan seemed to be failed and developers expressed their great sense of disappointment about the ARB&#8217;s decision to choose rather a more evolutionary move away from the legacy API instead of the radical rewrite, the Khronos Group has proved that the decision was not necessarily bad for OpenGL and in fact we got now a pretty powerful API, even though the coexistence of the legacy and the new design greatly increased the complexity of the specification.</p>
<p>What we have now is an API that can really compete with DirectX 11 but I strongly believe that this is not the end of the story yet as we still have a lot of things to do in ahead of us. I mean this both from point of view of exposing more hardware capabilities as well as streamlining the API language itself to increase the productivity of the developers who use it. My plan is to target both of these issues in this article, also trying to focus on hardware functionalities that are not even exposed by other graphics APIs yet.</p>
<h2>Exposing more hardware capabilities</h2>
<p>In this chapter of the article I will talk about some familiar and some not so familiar hardware features and corresponding OpenGL extensions that should be included in the next revision of the specification in order to be able to confidently say that OpenGL is a strict superset of the competing graphics APIs. The extensions listed here are not in any particular priority order, they are just listed in a way that ease the discussion about their functionality.</p>
<h3><a title="GL_EXT_shader_image_load_store" href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/shader_image_load_store.txt?referer=');">GL_EXT_shader_image_load_store</a></h3>
<p>This extension provides GLSL built-in functions allowing shaders to load from, store to, and perform atomic read-modify-write operations to a single level of a texture from any shader stage. Also, the extension also indirectly enables the same operations for buffer objects by using texture buffers. This enables developers to implement more sophisticated algorithms using shaders that require more complex data structures than just plain arrays.</p>
<p>An example use case can be the implementation of Order-Independent Transparency (OIT) using fragment linked lists as presented by <a title="OIT And Indirect Illumination Using Dx11 Linked Lists" href="http://www.slideshare.net/hgruen/oit-and-indirect-illumination-using-dx11-linked-lists" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.slideshare.net/hgruen/oit-and-indirect-illumination-using-dx11-linked-lists?referer=');">AMD at GDC10</a>. Of course, there are a lot of other techniques that could benefit from hardware accelerated random access images (called UAV textures/buffers in DX11 terminology) including algorithms related to global illumination, ray tracing, and my personal favorite: scene management.</p>
<p>As the introduction of new write operations to fragment shaders besides the traditional framebuffer writes makes the execution of the shaders sensitive to whether early-Z is used or not by the hardware, the extension also introduces a new fragment shader input layout qualifier called &#8220;early_fragment_tests&#8221; to force OpenGL to use early depth and stencil test. Otherwise the specification language is valid stating that the depth and stencil tests are performed after fragment shader execution.</p>
<p>Finally, the extension enables some form of control over the order of image loads, stores, and atomics relative to other pipeline operations accessing the same memory region both using the OpenGL API and from within shaders.</p>
<p>The API itself provides a DSA-style binding mechanism that enables binding to so called &#8220;image units&#8221; that are separate from that of texture image units. In the same style, the specification language and GLSL refers to the introduced read-write textures with the term &#8220;image&#8221;.</p>
<p>In my opinion this is one of the most important extensions that should be made core with OpenGL 4.2 and I&#8217;m pretty sure this will actually happen.</p>
<h3><a title="GL_NV_texture_barrier" href="http://www.opengl.org/registry/specs/NV/texture_barrier.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/texture_barrier.txt?referer=');">GL_NV_texture_barrier</a></h3>
<p>This extension relaxes the restrictions of OpenGL on rendering to a currently bound texture and provides a mechanism to avoid read-after-write problems. More precisely, the extension allows rendering to a currently bound texture in the following cases:</p>
<ul>
<li>If the reads and writes are from/to disjoint sets of texels (after accounting for texture filtering rules) so it should work unless the drawn areas overlap, or</li>
<li>If there is only a single read and write of each texel, and the read is in the fragment shader invocation that writes the same texel (e.g. using texelFetch2D).</li>
</ul>
<p>Some of these situations were already supported implicitly like rendering to a texture level and fetching from another texture level. But the extension goes further and provides an API function to put an explicit barrier between draw calls to ensure proper rendering.</p>
<p>The extension can be used to accomplish a limited form of programmable blending and can eliminate the need of any image or buffer data copy in case we can live with the restrictions mentioned above.</p>
<p>One may ask why we need this extension if we have the <a title="GL_EXT_shader_image_load_store" href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/shader_image_load_store.txt?referer=');">GL_EXT_shader_image_load_store</a> extension as this one is just a subset of the functionality provided by that. The answer is simple: performance. While read-write textures can mimic the same functionality they usually use different hardware paths that are slower than regular read-only texture accesses. So it would be a definite benefit to having also this extension in core OpenGL.</p>
<h3>GL_ARB_shader_atomic_counters</h3>
<p>This extension does not have public specifications yet, however it can be found in the extension lists of the latest Catalyst driver releases sometimes with EXT, sometimes with ARB prefix. The extension itself provides API to access a number of hardware atomic counters that provide efficient counter operations on a GPU global scale.</p>
<p>Atomic counters come handy when one has to read or write individual elements of a buffer or texture. As an example, this extension is needed to be able to efficiently implement the OIT algorithm mentioned earlier as, when constructing the fragment linked list, we need to have unique offsets to the linked list buffer. This unique offset can be, of course, acquired by using atomic read-modify-write operations but those perform much slower than hardware atomic counters.</p>
<p>Besides the mentioned example, atomic counters are useful in many algorithms from many domains, one important use case is to perform feedback operations similar to that provided by transform feedback. Such feedback operations can be used to perform various scene management or culling mechanisms.</p>
<p>The extension provides access to these atomic counters from GLSL and also makes it possible to back them up with buffer objects so after OpenGL draw calls the value of the counters is conserved in these buffers for subsequent use.</p>
<h3><a title="GL_AMD_conservative_depth" href="http://www.opengl.org/registry/specs/AMD/conservative_depth.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/conservative_depth.txt?referer=');">GL_AMD_conservative_depth</a></h3>
<p>Early depth test is a common optimization for hardware accelerated graphics that can skip the evaluation of fragment shaders for fragments that end up being discarded because they don&#8217;t pass the depth test. The problem is that in case the fragment shader modifies the depth value of the fragment then the early depth test is disabled. One can force early depth test with the functionality introduced by the extension <a title="GL_EXT_shader_image_load_store" href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/shader_image_load_store.txt?referer=');">GL_EXT_shader_image_load_store</a> but that can lead to some rendering artifacts as the modified depth value output by the fragment shader is not taken into account.</p>
<p>This extension allows the application to pass enough information to the GL implementation to activate some early depth test optimizations safely while still preserving the ability to account the final depth value in the depth test. In order to solve this, the extension introduces four new fragment shader input layout qualifiers called &#8220;depth_unchanged, &#8220;depth_any&#8221;, &#8220;depth_greater&#8221; and &#8220;depth_less&#8221;. The most interesting ones are the latest two that provide the ability to do early-Z and hierarchical-Z tests from one direction to discard some groups of fragments and still allow the fragment shader to safely modify the depth value.</p>
<p>This technique comes very handy in case of rendering volumetric particles, decals or billboards. Without this extension one have to sacrifice the possibility to do early rejection of fragments in order to be able to create the volumetric primitives mentioned.</p>
<p>As far as I know this feature is also present in DirectX 11 so it should be a must for OpenGL 4.x also. As the extension is an AMD one, I don&#8217;t know whether NVIDIA GPUs do support anything like this in hardware but even if not, they can simply ignore the new layout qualifiers and do late depth test instead. Of course, it would result in lower performance but if only functionality is concerned it should be just okay.</p>
<h3>GL_ARB_instanced_arrays2</h3>
<p>OpenGL provides two means to perform geometry instancing via the extensions <a title="GL_ARB_draw_instanced" href="http://www.opengl.org/registry/specs/ARB/draw_instanced.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_instanced.txt?referer=');">GL_ARB_draw_instanced</a> and <a title="GL_ARB_instanced_arrays" href="http://www.opengl.org/registry/specs/ARB/instanced_arrays.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/instanced_arrays.txt?referer=');">GL_ARB_instanced_arrays</a>. While this (yet non-existent) extension would extend both, it is more relevant in case of the extension mentioned later so I named it accordingly.</p>
<p>The extension should trivially add the possibility to specify a &#8220;first instance&#8221; parameter for the instanced draw commands. Whether this is accomplished by introducing new variants of the glDrawElement* and glDrawArrays* draw commands or having a separate command for specifying the new parameter is up to the ARB. The extension should also interact with <a title="GL_ARB_draw_indirect" href="http://www.opengl.org/registry/specs/ARB/draw_indirect.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_indirect.txt?referer=');">GL_ARB_draw_indirect</a> which already mentions the lack of the parameter in GL and reserved already a field in the indirect draw command structure for specifying the &#8220;first instance&#8221; parameter.</p>
<p>This extension itself would be much more a bug fix rather than a completely new feature as this functionality should have been already exposed at the first time instancing was introduced to OpenGL.</p>
<h3>GL_ARB_draw_indirect2</h3>
<p>This is one of the extensions I would be the most happy to see in the next release of the OpenGL specification. It would be a functional addition to the <a title="GL_ARB_draw_indirect" href="http://www.opengl.org/registry/specs/ARB/draw_indirect.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/draw_indirect.txt?referer=');">GL_ARB_draw_indirect</a> extension that currently only allows the execution of a single instanced draw command that sources its parameter from a buffer object.</p>
<p>The new extension would add a new buffer binding point called e.g. GL_DRAW_INDIRECT_PRIMITIVE_COUNT that would specify the source of the &#8220;primcount&#8221; parameter to the following newly introduced draw commands:</p>
<pre>    void <strong>MultiDrawArraysIndirect</strong>( enum <em>mode</em>, sizei stride,
                                  const void *<em>indirect</em>,
                                  const void *<em>primcount</em> );
    void <strong>MultiDrawElementsIndirect</strong>( enum <em>mode</em>, enum <em>type</em>, sizei stride,
                                    const void *<em>indirect</em>,
                                    const void *<em>primcount</em> );</pre>
<p>This would not just allow for executing multiple indirect draw commands at once, without further CPU action, but also would source the &#8220;primcount&#8221; parameter from a buffer object thus if the draw commands are generated using transform feedback, read-write buffers or OpenCL (e.g. based on some GPU based scene management algorithm) then the application does not have to use asynchronous queries or other means that may introduce sync points in the rendering to be able to feed the &#8220;primcount&#8221; parameter.</p>
<p>Some people said that this is quite a futuristic feature to expect and most probably such functionality will be available only on newer generation of GPUs and maybe with OpenGL 5. I was not that pessimistic so I decided to raise my question to the relevant ARB members of NVIDIA and AMD. While I did not receive any answer from NVIDIA, I did received some good news from AMD as they said that this functionality can be implemented for Shader Model 5.0 level hardware.</p>
<p>What this extension would give developers is a way to efficiently implement GPU based scene management where the GPU bakes together all the rendering commands for the current frame using atomic counters and buffer writes, and the CPU just have to issue a few or maybe just a single MultiDraw*Indirect command to render the whole scene. But of course, the feature can increase draw command throughput also in case of CPU based scene management.</p>
<p>So my message to the Khronos Group is please, start working on such an extension as this would not just make developers happy, but you can also strengthen OpenGL&#8217;s position in the industry by putting something into the specification that even DirectX 11 cannot do.</p>
<h3><a title="GL_AMD_transform_feedback3_lines_triangles" href="http://www.opengl.org/registry/specs/AMD/transform_feedback3_lines_triangles.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/transform_feedback3_lines_triangles.txt?referer=');">GL_AMD_transform_feedback3_lines_triangles</a></h3>
<p>OpenGL 4.0 introduced the extension <a title="GL_ARB_transform_feedback3" href="http://www.opengl.org/registry/specs/ARB/transform_feedback3.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback3.txt?referer=');">GL_ARB_transform_feedback3</a> that further extended the transform feedback capabilities provided by earlier extensions to allow ouput to separate vertex streams. However there is one caveat: separate vertex streams are only supported for point primitives.</p>
<p>This new AMD extension does nothing more than just simply removes that restrictions for separate output streams allowing the same set of primitive types to be used with multiple transform feedback streams as with a single stream as long as the primitive types are the same for all output streams.</p>
<p>Limiting the possible output primitive types for transform feedback into multiple streams should not be a problem unless you want also to rasterize some triangles at the same time you output. Without relaxing this restriction can do this only by issuing two separate draw commands that incurs a performance hit.</p>
<p>I don&#8217;t know if the restriction is present in the ARB extension because NVIDIA does not support this in hardware but if this is not the case then I think this extension should be included in the next release of the specification. Otherwise, please NVIDIA include this feature in your next GPU generation.</p>
<h3><a title="GL_NV_copy_image" href="http://www.opengl.org/registry/specs/NV/copy_image.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/copy_image.txt?referer=');">GL_NV_copy_image</a></h3>
<p>OpenGL 3.1 already introduced a method to provide GPU accelerated copy of buffer data. This NVIDIA extension provides a similar functionality that can be used to execute efficient image data transfer between image objects (i.e. textures and renderbuffers).</p>
<p>While there are already methods to perform image data copies between textures e.g. using the <a title="GL_EXT_framebuffer_blit" href="http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/framebuffer_blit.txt?referer=');">GL_EXT_framebuffer_blit</a> extension promoted to core with OpenGL 3.0 these require expensive framebuffer object operations and they also lack direct support for transferring 3D image data.</p>
<p>This extension simply introduces a single command that allows such image data copies for every type of textures (including cube maps, 3D textures and array textures) without the need to bind the image objects or otherwise configure the rendering.</p>
<h3><a title="GL_AMD_depth_clamp_separate" href="http://www.opengl.org/registry/specs/AMD/depth_clamp_separate.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/depth_clamp_separate.txt?referer=');">GL_AMD_depth_clamp_separate</a></h3>
<p>The extension <a title="GL_ARB_depth_clamp" href="http://www.opengl.org/registry/specs/ARB/depth_clamp.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/depth_clamp.txt?referer=');">GL_ARB_depth_clamp</a> promoted to core with OpenGL 3.2 introduced the ability to control the clamping of the depth value for both the near and far clip planes. This eliminates artifacts like seeing inside an object happening when the object&#8217;s geometry is clipped by the near clip plane.</p>
<p>This new extension provides a mean for the application to enable depth clamp separately for the near and the far clip plane. This increases the flexibility of depth clamping and can save some fill-rate in certain situations.</p>
<h3><a title="GL_EXT_texture_filter_anisotropic" href="http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt?referer=');">GL_EXT_texture_filter_anisotropic</a></h3>
<p>I don&#8217;t think that I have to talk too much about this extension as it should be familiar to all of you. It simply enables the possibility to use anisotropic filtering on a per-texture basis. I really wonder how this extension didn&#8217;t make its way into core as it is supported by hardware since more than a decade.</p>
<p>I know that the extension itself is supported by all relevant graphics driver vendors but really, why we can&#8217;t just simply include it in the core specification?</p>
<h3>GL_ARB_texture_gather_lod</h3>
<p>This is another yet non-existent extension that would extend <a title="GL_ARB_texture_gather" href="http://www.opengl.org/registry/specs/ARB/texture_gather.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_gather.txt?referer=');">GL_ARB_texture_gather</a> by adding GLSL built-in functions called textureGatherLod that would allow gathered fetches with explicit LOD. I&#8217;m not sure if these functions are missing from the specification because of lack of hardware support or just because the ARB thought they might not be of any use. Anyway, if the hardware supports it then OpenGL should expose it to developers as there are certain situations when one has to use explicit LOD and could benefit from the increased fetching performance enabled by gathered fetches.</p>
<h3><a title="GL_ARB_shader_stencil_export" href="http://www.opengl.org/registry/specs/ARB/shader_stencil_export.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_stencil_export.txt?referer=');">GL_ARB_shader_stencil_export</a></h3>
<p>This extension was published at the time the OpenGL 4.1 specification came out and provides the ability for the fragment shader to output the stencil reference value that was otherwise configurable only using API calls. This enables a great level of flexibility to existing and future stencil buffer based algorithms making it possible also to directly write independent values to the stencil buffer on a per-fragment basis.</p>
<p>The predecessor of the extension is <a title="GL_AMD_shader_stencil_export" href="http://www.opengl.org/registry/specs/AMD/shader_stencil_export.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/shader_stencil_export.txt?referer=');">GL_AMD_shader_stencil_export</a> and as such it indicates that maybe it is only supported in hardware on AMD GPUs. However, if this is not the case and NVIDIA could support this also then I think it worths to promote this feature also to core OpenGL.</p>
<h2>Streamlining the API</h2>
<p>After discussing the long list of functional features that would be nice to be included into the next release of OpenGL let&#8217;s focus on the API improvement extensions and ideas that are necessary to improve the usability of the API itself. Actually this part could go way longer than I&#8217;ll discuss because as we get more and more features to OpenGL, developers struggle with the increased complexity of the API. I&#8217;ll try to focus on the most crucial issues.</p>
<h3><a title="GL_EXT_direct_state_access" href="http://www.opengl.org/registry/specs/EXT/direct_state_access.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/direct_state_access.txt?referer=');">GL_EXT_direct_state_access</a></h3>
<p>This is the extension what all OpenGL developers are waiting for a long time now. Direct state access eliminates the OpenGL API&#8217;s stupid &#8220;bind-to-modify&#8221; nature.</p>
<p>For a very long time the only vendor supporting the extension was NVIDIA. Fortunately, since Catalyst 10.7 AMD also exposes the extension to developers. Still, I have one problem: this extension is very poorly designed.</p>
<p>The main problem with the extension is that the functions were designed in a way that a naive implementation could be done by simply using &#8220;bind-to-modify&#8221; under the hood. That&#8217;s what resulted in crazy API functions like MultiTexParameter* and friends. Also, enabling DSA for all of the deprecated functionalities would result in an explosion of the API specification and as a consequence it would result in bloated specification language. Finally, I would also like to object somewhat the lack of creativity of the contributors regarding to the awkward naming conventions present in the current DSA extension.</p>
<p>In my opinion the Khronos Group has to address the issue by creating a new ARB version of the DSA extension that focuses strictly on core functionalities, throwing away DSA support for deprecated features (if somebody needs to use deprecated features they can still use the EXT version) and provide a naming convention that fits much better into the current API language.</p>
<p>Anyway, I completely agree with the other developers out there and scream for DSA. I think the Khronos Group has to eliminate the problem of the &#8220;bind-to-modify&#8221; semantics as soon as possible otherwise, even though the core specification exposes more and more hardware features, developers will not be attracted to use OpenGL.</p>
<h3>GL_ARB_explicit_sampler_location</h3>
<p>The ARB moved in the right direction when they introduced the <a title="GL_ARB_explicit_attrib_location" href="http://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt?referer=');">GL_ARB_explicit_attrib_location</a> extension by eliminating the need to use dummy API calls to bind vertex attributes and output buffers to shader variables but they should not stop here. One of the most important addition could be adding a similar language syntax to GLSL that would allow us to bind sampler uniforms to texture image units. Obviously, the same goes for read-write images if <a title="GL_EXT_shader_image_load_store" href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/shader_image_load_store.txt?referer=');">GL_EXT_shader_image_load_store</a> is included.</p>
<h3>GL_ARB_explicit_uniform_block_index</h3>
<p>Similar to the previous request, uniform block indices should be as well explicitly specifiable in the shaders themselves. This extension would add exactly such functionality. The implementation is also straightforward: just a simple uniform block layout qualifier has to be added.</p>
<h3>Other API clarifications</h3>
<p>Besides the major issues the current specification language also has some bugs and unclear parts that should be addressed as well:</p>
<ul>
<li>Program pipeline objects are created by binding the object name which is not in align with the rest of the API language.</li>
<li>No language is about whether program pipeline objects are shared among contexts or not which suggests that they aren&#8217;t which is not in align with the fact that program and shader objects are shared.</li>
</ul>
<p>Most probably there are a lot more issues with the specification language but for now just these came into my mind. Maybe some of you can extend the list with tons of other specification mistakes.</p>
<h2>OpenGL 4.2 and beyond</h2>
<p>While my feature requests cover most of the needed functionality that should be included in the next revision of the OpenGL specification, there are a lot of other things that could be very useful for developers but are very unlikely to get their way into the specification any soon. I will talk about these features in this section of the article as these raise much more questions than just to be able to simply include it in OpenGL 4.2.</p>
<h3>Affinity contexts</h3>
<p>We have multi-GPU designs like SLI and CrossFire for a long time now. Fortunately, we have also vendor specific extensions to create affinity contexts that are associated with a single GPU of a multi-GPU configuration. We have <a title="WGL_AMD_gpu_association" href="http://www.opengl.org/registry/specs/AMD/wgl_gpu_association.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/wgl_gpu_association.txt?referer=');">WGL_AMD_gpu_association</a> and <a title="WGL_NV_gpu_affinity" href="http://www.opengl.org/registry/specs/NV/gpu_affinity.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/gpu_affinity.txt?referer=');">WGL_NV_gpu_affinity</a> for Windows and <a title="GLX_AMD_gpu_association" href="http://www.opengl.org/registry/specs/AMD/glx_gpu_association.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/glx_gpu_association.txt?referer=');">GLX_AMD_gpu_association</a> on GLX based platforms. I have just two problems with this:</p>
<ul>
<li>First, these are vendor specific extensions.</li>
<li>Second, NVIDIA exposes its affinity context support only on Windows and just for their professional cards, leaving consumer hardware owners without affinity context support.</li>
</ul>
<p>I would be pleased to see in the future extensions like <span style="text-decoration: underline;">WGL_ARB_gpu_affinity_context</span> and <span style="text-decoration: underline;">GLX_ARB_gpu_affinity_context</span> that will be supported by both NVIDIA and AMD, and that are supported on both professional and consumer hardware.</p>
<h3>Command buffers</h3>
<p>I would like to see something similar in OpenGL that what we have in OpenCL. Having several separate command buffers for a single OpenGL context can have its performance benefits as some of the implicit sync points that are otherwise present in OpenGL draw commands could be eliminated. Another solution would be to use simply multiple GL contexts but it is much more complicated and context switches are quite heavy-weight operations. This would be something like how framebuffer objects replaced pbuffers.</p>
<p>Also this could go that far as we can encapsulate state manipulation data into command buffers in a similar way how display lists allowed this in many cases just in a more efficient and hardware centric manner.</p>
<h3>Immutable state objects</h3>
<p>Another thing strongly related to the previous idea would be immutable state objects. If state management data could not be efficiently stored in such a command buffer we could use instead immutable state objects that would be very similar in nature to display lists that are hiding the underlying representation of the commands.</p>
<p>Display lists are deprecated and I don&#8217;t think it was a wrong decision. It made the API language complex and you&#8217;ve never knew which command compiles into display lists and how. I remember the time I was making an OpenGL app on my GeForce2 and used DrawElements calls inside display lists that referenced buffer object data. Funnily it was working on NVIDIA hardware, even though the specification says otherwise, and I was wondering why I my app crashes on ATI cards.</p>
<p>Anyway, display lists are gone, but we need some complex state objects that could fill those holes that were left after them.</p>
<h3>More callbacks</h3>
<p>I was very happy to see the appearance of an extension that introduced the callback concept into OpenGL (<a title="GL_AMD_debug_output" href="http://www.opengl.org/registry/specs/AMD/debug_output.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/debug_output.txt?referer=');">GL_AMD_debug_output</a>). Since that, the functionality was promoted to an ARB extension meaning that the ARB has accepted the fact that we need callbacks.</p>
<p>What I would like to see in the future is more OpenGL callbacks. One of the most trivial things I can think of are asynchronous queries. It would so much easier if we would be able to receive a callback from OpenGL when the results of our asynchronous queries are available, rather than having to manually poll it for result in various phases of the rendering.</p>
<p>Actually, I could imagine callbacks for every rendering command issued that will be called by the driver as soon as the actual rendering is complete on the GPU side.</p>
<h3>Programmable blending</h3>
<p>This is one another thing that developers are screaming for. Fortunately now we have indirect methods to solve most of the issues of programmable blending via the extensions <a title="GL_EXT_shader_image_load_store" href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/shader_image_load_store.txt?referer=');">GL_EXT_shader_image_load_store</a> and <a title="GL_NV_texture_barrier" href="http://www.opengl.org/registry/specs/NV/texture_barrier.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/texture_barrier.txt?referer=');">GL_NV_texture_barrier</a>, however a more general solution would be welcomed.</p>
<p>I don&#8217;t know whether this would be actually possible on current hardware but if not, then this is a message to hardware vendors to solve the issue in the near future.</p>
<h2>Summary</h2>
<p>We&#8217;ve seen that even though OpenGL is on track and the Khronos Group is keeping up the pace with its competitors, still there are lots of room for improvement regarding to the OpenGL specification from both functional point of view as well as from API design point of view.</p>
<p>I would like to end the article with a summary of what I expect to be part of the OpenGL 4.2 specification and my personal wish-list beyond those in some kind of priority order.</p>
<p><strong>My expectations for OpenGL 4.2:</strong></p>
<ul>
<li>GL_EXT_shader_image_load_store</li>
<li>GL_ARB_shader_atomic_counters</li>
<li>GL_ARB_instanced_arrays2</li>
<li>GL_ARB_explicit_sampler_location</li>
<li>GL_ARB_explicit_uniform_block_index</li>
</ul>
<p><strong>My personal wish-list for OpenGL 4.2:</strong></p>
<ul>
<li>GL_ARB_draw_indirect2</li>
<li>GL_ARB_direct_state_access</li>
<li>GL_NV_texture_barrier</li>
<li>GL_AMD_conservative_depth</li>
<li>GL_ARB_texture_gather_lod</li>
<li>GL_NV_copy_image</li>
<li>GL_EXT_texture_filter_anisotropic</li>
<li>GL_ARB_shader_stencil_export</li>
<li>GL_AMD_depth_clamp_separate</li>
<li>GL_AMD_transform_feedback3_lines_triangles</li>
</ul>

]]></content:encoded>
			<wfw:commentRss>http://rastergrid.com/blog/2010/11/suggestions-for-opengl-4-2-and-beyond/feed/</wfw:commentRss>
		<slash:comments>29</slash:comments>
		</item>
		<item>
		<title>GPU based dynamic geometry LOD</title>
		<link>http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/</link>
		<comments>http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 19:35:13 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Samples]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[culling]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[LOD]]></category>
		<category><![CDATA[occlusion culling]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[tessellation]]></category>
		<category><![CDATA[vertex buffer]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=428</guid>
		<description><![CDATA[Dynamic geometry level-of-detail (LOD) algorithms are very popular and powerful algorithms that provide a great level of rendering performance optimization while preserving detail by using less detailed geometry for objects that are far away, too small or otherwise less significant in the quality of the final rendering. Many of these are used since the very]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2010%252F10%252Fgpu-based-dynamic-geometry-lod%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2F9M4KeD%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22GPU%20based%20dynamic%20geometry%20LOD%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 210px"><a href="http://rastergrid.com/blog/wp-content/uploads/2010/10/mountains.png"><img class="  " title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-thumb.png" alt="OpenGL 4.0 - Mountains demo" width="200" height="150" /></a><p class="wp-caption-text">OpenGL 4.0 - Mountains demo</p></div>
<p>Dynamic geometry level-of-detail (LOD) algorithms are very popular and powerful algorithms that provide a great level of rendering performance optimization while preserving detail by using less detailed geometry for objects that are far away, too small or otherwise less significant in the quality of the final rendering. Many of these are used since the very beginning of computer graphics technologies and are present in some form in current CAD softwares, video games and other graphics applications. While determining the appropriate geometry LOD was previously the task of the CPU, with todays hardware it is possible to also offload this to the GPU which excels at handling large amount of objects in parallel.<br />
<span id="more-428"></span></p>
<h2>Introduction</h2>
<p>With the advent of Shader Model 5.0 GPUs and the appearance of programmable tessellation hardware it may seem like the geometry LOD problem is solved once and for all. However, in many cases it is simply not enough as for far away objects even a patch pass-through tessellation shader already produces too much geometry than the added detail worths. As a result, classic geometry LOD algorithms are still a good-to-have feature in the tool-box of the developer. Not to mention that all vendors recommend disabling tessellation shaders at all if we don&#8217;t need any geometry amplification as even a pass-through tessellation shader does have its payload.</p>
<p>This means that there has to be still a conventional rendering path for geometries that should not be tessellated. Then why not to try offloading the geometry LOD determination to the GPU if possible?</p>
<p>This article presents a technique that was already presented by AMD&#8217;s <a title="March of the Froblins" href="http://developer.amd.com/samples/demos/pages/froblins.aspx" target="_blank" onclick="pageTracker._trackPageview('/outgoing/developer.amd.com/samples/demos/pages/froblins.aspx?referer=');">March of the Froblins</a> demo and by NVIDIA&#8217;s <a title="NVIDIA DX10 Samples" href="http://developer.download.nvidia.com/SDK/10/direct3d/samples.html" target="_blank" onclick="pageTracker._trackPageview('/outgoing/developer.download.nvidia.com/SDK/10/direct3d/samples.html?referer=');">Skinned Instancing</a> demo and allows GPU based dynamic geometry LOD determination using a geometry shader that selects the most appropriate LOD from a group of geometry LODs based on the object&#8217;s distance from camera. While this article and the reference implementation (<a title="OpenGL 4.0 - Mountains demo released" href="http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/">OpenGL 4.0 &#8211; Mountains demo</a>) presents the application of the technique only for instanced geometry, the same method can be easily extended to support heterogeneous objects by taking advantage of the latest functionalities introduced in OpenGL 4.</p>
<h2>The algorithm</h2>
<p>The technique is based on the geometry shader&#8217;s ability to emit or deny the emission of primitives into a transform feedback buffer as done in the mentioned DX based implementations. One major improvement compared to earlier approaches is that the LOD determination is done in a single pass rather than requiring a separate pass for each geometry LOD. Additionally, this LOD determination pass can be also merged together with other visibility determination passes like <a title="Instance culling using geometry shaders" href="http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/">Instance Cloud Reduction</a> or <a title="Hierarchical-Z map based occlusion culling" href="http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/">Hierarchical-Z map based occlusion culling</a> as it is done in the reference implementation. This was made possible thanks to the latest transform feedback capabilities introduced in OpenGL 4.0 (see the extension <a title="GL_ARB_transform_feedback3" href="http://www.opengl.org/registry/specs/ARB/transform_feedback3.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback3.txt?referer=');">ARB_transform_feedback3</a>) that enables the geometry shader to output data to separate primitive streams.</p>
<div class="wp-caption aligncenter" style="width: 660px"><img class="    " title="Culling and dynamic LOD in the March of the Froblins demo" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/froblin-lod.png" alt="Culling and dynamic LOD in the March of the Froblins demo" width="650" height="340" /><p class="wp-caption-text">Flow-chart presenting the culling and dynamic LOD algorithms used in AMD&#39;s March of the Froblins demo. The implementation needs five passes for culling and separating three detail levels and performs two asynchronous queries meanwhile. Requires OpenGL 3 compliant hardware.</p></div>
<div class="wp-caption aligncenter" style="width: 660px"><img title="Culling and dynamic LOD in the Mountains demo" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-lod.png" alt="Culling and dynamic LOD in the Mountains demo" width="650" height="281" /><p class="wp-caption-text">Flow-chart presenting the culling and dynamic LOD algorithm used in our Mountains demo. The implementation requires only one pass for culling and separating three detail levels without the need to use asynchronous queries. Requires OpenGL 4 compliant hardware.</p></div>
<p>The algorithm itself is very simple and straightforward. For each object instance determine the appropriate geometry LOD based on it&#8217;s distance from the camera and the LOD distances passed as uniform to the shader. After this, output the instance&#8217;s data to the output stream ID that corresponds to the determined LOD&#8217;s index. Here you can see a GLSL implementation of the algorithm:</p>
<pre class="brush:c">#version 400 core

uniform mat4 ModelViewMatrix;
uniform vec2 LodDistance;

layout(points) in;
layout(points, max_vertices = 1) out;

in vec3 InstancePosition[1];

layout(stream=0) out vec3 InstPosLOD0;
layout(stream=1) out vec3 InstPosLOD1;
layout(stream=2) out vec3 InstPosLOD2;

void main() {
  float distance = length(ModelViewMatrix * vec4(InstancePosition[0], 1.0));
  if ( distance &lt; LodDistance.x ) {
    InstPosLOD0 = InstancePosition[0];
    EmitStreamVertex(0);
  } else
  if ( distance &lt; LodDistance.y ) {
    InstPosLOD1 = InstancePosition[0];
    EmitStreamVertex(1);
  } else {
    InstPosLOD2 = InstancePosition[0];
    EmitStreamVertex(2);
  }
}</pre>
<p>Additionally, the geometry LOD determination pass has to be executed with primitive queries enabled for all the relevant output streams to acquire the number of instances for each geometry LOD index:</p>
<pre class="brush:cpp">for (int i=0; i&lt;NUM_LOD; i++)
  glBeginQueryIndexed(GL_PRIMITIVES_GENERATED, i, lodQuery[i]);

glBeginTransformFeedback(GL_POINTS);
  glDrawArrays(GL_POINTS, 0, instanceCount);
glEndTransformFeedback();

for (int i=0; i&lt;NUM_LOD; i++)
  glEndQueryIndexed(GL_PRIMITIVES_GENERATED, i);</pre>
<p>Finally, the only thing what is left is to issue an instanced draw call for each geometry LOD index to draw all the instances:</p>
<pre class="brush:cpp">for (int i=0; i&lt;NUM_LOD; i++) {
  glGetQueryObjectiv(lodQuery[i], GL_QUERY_RESULT, instanceCountLOD[i]);
  if ( instanceCountLOD[i] &gt; 0 )
    glDrawElementsInstanced(..., instanceCountLOD[i]);
}</pre>
<p>That&#8217;s all, and what you get as a result is a fully GPU based geometry LOD selection algorithm.</p>
<h2>The Mountains demo</h2>
<p>The reference implementation provided as part of the <a title="OpenGL 4.0 - Mountains demo" href="http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/">OpenGL 4.0 &#8211; Mountains demo</a> that is available with full source code and Windows executable in the <a title="Mountains Demo download" href="http://rastergrid.com/blog/downloads/mountains-demo/">downloads section</a>. The demo application implements the same visibility determination algorithms that were presented in the <a title="SIGGRAPH 2008 Course Notes about the March of the Froblins" href="http://developer.amd.com/documentation/presentations/legacy/Chapter03-SBOT-March_of_The_Froblins.pdf" target="_blank" onclick="pageTracker._trackPageview('/outgoing/developer.amd.com/documentation/presentations/legacy/Chapter03-SBOT-March_of_The_Froblins.pdf?referer=');">SIGGRAPH 2008 Course Notes</a> besides the dynamic geometry LOD algorithm presented here in a single pass.</p>
<p>Dynamic LOD can be enabled in the demo by using the F3 key. After enabled, the demo separates the various geometry detail levels according to the LOD distances configured. As it can be seen, there is almost no visible difference between the scene rendered with dynamic geometry LOD enabled and disabled. Also, by setting the LOD distances appropriately, the algorithm provides seamless transition between subsequent geometry detail levels as the camera is moved.</p>
<table style="width: 100%;" border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td style="background-color: #ffffff;" align="center">
<div class="wp-caption alignnone" style="width: 338px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/lod-comp.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/10/lod-comp.png?referer=');"><img title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/lod-comp-thumb.png" alt="Close-up view to compare image quality without and with dynamic LOD" width="328" height="160" /></a><p class="wp-caption-text">Close-up view of distant objects to compare the image quality without (left) and with (right) dynamic LOD.</p></div></td>
<td style="background-color: #ffffff;" align="center">
<p><div class="wp-caption alignnone" style="width: 223px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/visual-lod.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/10/visual-lod.png?referer=');"><img title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/visual-lod-thumb.png" alt="LOD visualization" width="213" height="160" /></a><p class="wp-caption-text">Geometry LOD visualization: LOD 0 (red), LOD 1 (green), LOD 2 (blue).</p></div></td>
</tr>
</tbody>
</table>
<p>When dyamic LOD is enabled, the demo also makes it possible to visualize the various geometry detail levels by pressing the F4 key. The highest detail LOD is marked with red, mid-level with green and the lowest detail geometries are marked as blue. It can be seen that as the camera moves the renderer automatically adjusts the detail of each individual instance.</p>
<p>Besides maintaining a constant quality without the viewer to observe any transitions between the various detail levels, the algorithm provides a huge performance gain in case of complex geometries as it can be seen on the figure below:</p>
<p><div class="wp-caption aligncenter" style="width: 654px"><img class="   " src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-fps.png" alt="Performance comparison of various culling and LOD techniques in frames per second on a Radeon HD5770 (higher is better)" width="644" height="224" /><p class="wp-caption-text">Performance comparison of the demo in frames per second on a Radeon HD5770 (higher is better): no culling (bottom), instance cloud reduction (middle), ICR + Hi-Z map based occlusion culling (top), no geometry LOD (blue), dynamic geometry LOD (red).</p></div>
<h2>Conclusion</h2>
<p>We&#8217;ve seen how straightforward is to implement GPU based dynamic geometry LOD determination using geometry shaders on OpenGL 4.0 compliant hardware providing also a reference implementation that uses the algorithm to efficiently determine detail levels for large number of instanced geometry. We also briefly mentioned that the algorithm can be extended to handle arbitrary object sets. We discussed about a possible OpenGL 3 based implementation but we did not provide one as it requires several rendering passes to perform all the operations that can be implemented in a single pass on Shader Model 5.0 hardware.</p>
<p>Even though the algorithm is already extremely efficient, it still involves the use of asynchronous primitive queries that may induce some latency. Of course, this latency can be easily hidden by performing other operations on the CPU/GPU until the results are available.</p>
<p>Furthermore, taking full advantage of Shader Model 5.0 GPUs it would be possible to eliminate the need of asynchronous queries by using atomic counters and indirect rendering, however the core OpenGL specification does not expose yet such functionality so this improvement is left for a future release of the demo.</p>
<p>Classic dynamic geometry LOD algorithms are still first class citizens of every rendering system and even though the introduction of hardware tessellation somewhat subsumes the need for these classic techniques, practice shows that the best way to implement a full-fledged dynamic LOD system is by using geometry LOD selection and tessellation together rather that one instead of the other.</p>

]]></content:encoded>
			<wfw:commentRss>http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Hierarchical-Z map based occlusion culling</title>
		<link>http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/</link>
		<comments>http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 19:13:32 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Samples]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[culling]]></category>
		<category><![CDATA[depth buffer]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[LOD]]></category>
		<category><![CDATA[mipmap]]></category>
		<category><![CDATA[occlusion culling]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[transform feedback]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=397</guid>
		<description><![CDATA[Hierarchical-Z is a well known and standard feature of modern GPUs that allows them to speed up depth testing by rejecting large group of incoming fragments using a reduced and compressed version of the depth buffer that resides in on-chip memory. The technique presented in this article uses the same basic idea to allow batched]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2010%252F10%252Fhierarchical-z-map-based-occlusion-culling%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2FaGM0Fs%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22Hierarchical-Z%20map%20based%20occlusion%20culling%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 210px"><a href="http://rastergrid.com/blog/wp-content/uploads/2010/10/mountains.png"><img class="  " title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-thumb.png" alt="OpenGL 4.0 - Mountains demo" width="200" height="150" /></a><p class="wp-caption-text">OpenGL 4.0 - Mountains demo</p></div>
<p>Hierarchical-Z is a well known and standard feature of modern GPUs that allows them to speed up depth testing by rejecting large group of incoming fragments using a reduced and compressed version of the depth buffer that resides in on-chip memory. The technique presented in this article uses the same basic idea to allow batched occlusion culling for large amount of individual objects using a geometry shader without the need of any CPU intervention that is unavoidable using traditional occlusion queries. The article also provides a reference implementation in the form of the OpenGL 4.0 Mountains demo that uses the technique for culling thousands of object instances.</p>
<p><span id="more-397"></span></p>
<h2>Introduction</h2>
<p>Occlusion culling is a visibility determination algorithm that is used to identify those objects that did reside in the view volume but still aren&#8217;t visible on the screen due to occlusion. That means they are hidden by such objects that reside closer to the camera.</p>
<p>For several generations now GPUs allow hardware accelerated methods to perform occlusion culling in the form of occlusion queries. OpenGL provides the functionality via the extension <a title="GL_ARB_occlusion_query" href="http://www.opengl.org/registry/specs/ARB/occlusion_query.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/occlusion_query.txt?referer=');">ARB_occlusion_query</a>. Occlusion queries are very simple: when you draw an object with occlusion query enabled the query returns the number of samples that passed the depth test (or simply return true or false based on whether any samples of the objects passed the depth test or not as it is provided by the OpenGL extension <a title="GL_ARB_occlusion_query2" href="http://www.opengl.org/registry/specs/ARB/occlusion_query2.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/occlusion_query2.txt?referer=');">ARB_occlusion_query2</a>).</p>
<p>So actually performing occlusion culling using occlusion queries means simply the following:</p>
<ol>
<li>Draw the object while occlusion query is enabled.</li>
<li>If the query result is that the object is visible then draw the object.</li>
</ol>
<p>At first, this may sound stupid as you have to draw the object in order to tell whether it is visible or not. While in this form it really sounds silly, in practice occlusion query can save a lot of work for the GPU. Think about you have a complex object with several thousands of triangles. If you would like to determine the visibility of it using occlusion query you would simply render e.g. the bounding box of the object and if the bounding box is visible (occlusion query returns that some samples have passed) then it means the object itself is most probably visible. This way you can save the GPU from the unnecessary processing of large amount of geometry.</p>
<p>I have to mention here that I intentionally used the expression &#8220;most probably visible&#8221; as occlusion queries provide just a conservative estimate on whether the object is visible or not rather than an exact result. This is because the bounding box occupies a different (larger) portion of the screen than the original geometry. So what we expect from an occlusion culling algorithm is to give one of the following results: the object is not visible or the object is most probably visible. The bigger this probability is the better the occlusion culling effectiveness is.</p>
<p>While we would always want an occlusion culling algorithm to be as effective as possible usually we have to make a trade-off between effectiveness and efficiency. In the above example if we would like to have 100% effectiveness then we would have to draw the whole object and that would defeat most of the goals of occlusion culling. The algorithm presented in this article is somewhat even more conservative but enables the use of occlusion culling for much larger datasets.</p>
<h2>Motivation</h2>
<p>While hardware accelerated occlusion query is a powerful tool to use in visibility determination it puts a quite reasonable burden on the application to manage the occlusion queries and to draw the objects based on the results when they are available (taking in consideration the asynchronous nature of occlusion queries). The most naive use of occlusion queries would be to execute the query right before we have to draw the object. While this seems like a feasible idea, it does not perform well in practice as the CPU has to be stalled until the result of the query is available and that involves also empty cycles on the GPU as well thus results in unacceptable performance. In order to resolve this, the application has to fill the time between the query execution and the drawing of the object based on the query result. While there are techniques to accomplish this, it definitely comes at a cost as the implementation becomes more complex.</p>
<p>The aforementioned problem is somewhat resolved by using conditional rendering introduced in OpenGL 3 (<a title="GL_NV_conditional_render" href="http://www.opengl.org/registry/specs/NV/conditional_render.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/NV/conditional_render.txt?referer=');">NV_conditional_render</a> extension). However, this extension does nothing just in case the results of the query are not available yet then we simply draw the object no matter if it is visible or not. This can avoid the stalling of the rendering pipeline and can be done in software if the extension is not available, however, it somewhat defeats the purpose of occlusion culling.</p>
<p>Another deficit when using occlusion queries is that there is still need for CPU intervention in order to make a decision about the visibility of the object. For today&#8217;s hardware where proper batching is one of the most crucial aspects of the renderer such an approach is rather ineffective.</p>
<p>The occlusion culling technique presented in this article solves both these issues by providing an implementation that is very simple to integrate into any renderer, does put little to no burden on the renderer and makes decision about the visibility of objects entirely on the GPU.</p>
<h2>The algorithm</h2>
<p>As in case of many other GPU based culling algorithm presented by me and others, the hierarchical-Z map based occlusion culling uses the geometry shader&#8217;s ability to deny the emission of primitives that are determined to be invisible on the final rendering. The shader will only emit data for those objects that are visible and this data is streamed out into a buffer object using transform feedback.</p>
<p>The algorithm itself is similar in spirit to the hierarchical Z testing that is implemented in modern GPUs. After rendering all the occluders in the scene, we construct a hierarchical depth image from the depth buffer which we will refer to as the Hi-Z map. This texture map is a mip-mapped, screen resolution image where each texel in mip level <em>i</em> contains the maximum depth of all corresponding texels in mip level <em>i-1</em>. This depth information can be collected during the main rendering pass for the occluding objects as we need a texture of the same resolution so we don&#8217;t need a separate depth pass. This can be simply accomplished using OpenGL framebuffer objects.</p>
<p>After the construction of the Hi-Z map, occlusion culling can be performed by comparing depth value of the object&#8217;s bounding volume and the depth information stored in the Hi-Z map. This is when the hierarchical mip-mapped structure of the Hi-Z map comes handy as we can do conservative depth comparisons with less texture fetches by sampling directly from a particular mip level.</p>
<p>This is why we constructed the Hi-Z map using a &#8220;store maximum depth&#8221; policy. This will work with a usual depth buffer setup where the depth comparison function is either GREATER or GEQUAL. For a reverse directed depth buffer the &#8220;store minimum depth&#8221; policy has to be used.</p>
<h3>Hi-Z map construction</h3>
<p>In case of single-sample rendering, one can use the Hi-Z map as the main depth buffer for rendering the scene. The technique extends also to multi-sampled rendering but in this case a separate full-screen quad pass is needed to calculate the maximum depth of each individual sample in the multi-sampled depth buffer and store it in the single-sampled Hi-Z map. This is possible since OpenGL 3.2 or using the extension <a title="GL_ARB_texture_multisample" href="http://www.opengl.org/registry/specs/ARB/texture_multisample.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_multisample.txt?referer=');">ARB_texture_multisample</a>. Besides this additional step, the algorithm remains the same.</p>
<p>The Hi-Z map can be constructed using OpenGL framebuffer objects by rendering a full-screen quad pass for each mip level where the previous mip level is bound as the input texture and the current mip level is bound as render target. As OpenGL does allow rendering from and to the same texture object as far as we don&#8217;t access the same mip level for both reading and writing, the algorithm simply looks like the following:</p>
<pre class="brush:cpp">// bind depth texture
glBindTexture(GL_TEXTURE_2D, depthTexture);
// calculate the number of mipmap levels for NPOT texture
int numLevels = 1 + (int)floorf(log2f(fmaxf(SCREEN_WIDTH, SCREEN_HEIGHT)));
int currentWidth = SCREEN_WIDTH;
int currentHeight = SCREEN_HEIGHT;
for (int i=1; i&lt;numLevels; i++) {
  // calculate next viewport size
  currentWidth /= 2;
  currentHeight /= 2;
  // ensure that the viewport size is always at least 1x1
  currentWidth = currentWidth &gt; 0 ? currentWidth : 1;
  currentHeight = currentHeight &gt; 0 ? currentHeight : 1;
  glViewport(0, 0, currentWidth, currentHeight);
  // bind next level for rendering but first restrict fetches only to previous level
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i-1);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i-1);
  glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                         GL_TEXTURE_2D, depthTexture, i);
  // draw full-screen quad
  ............
}
// reset mipmap level range for the depth image
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, numLevels-1);</pre>
<p>It is very important not to forget about the step when we ensure that the viewport size is always at least 1&#215;1 as in case of non-power-of-two (NPOT) textures due to rounding problems. I forgot this first and I was wondering an hour why my last mip level didn&#8217;t get filled.</p>
<p>While one may wonder how this technique can be efficient after so many full-screen quad passes, it is in fact very efficient and it constructs the Hi-Z map on my Radeon HD5770 in less than <strong>0.2 milliseconds</strong>. The measurement should be quite accurate as I&#8217;ve done it using OpenGL timer queries (see the extension <a title="GL_ARB_timer_query" href="http://www.opengl.org/registry/specs/ARB/timer_query.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/timer_query.txt?referer=');">ARB_timer_query</a>).</p>
<p>The fragment shader used for the construction of the Hi-Z map is very straightforward except one thing. We use an NPOT depth texture due to the aspect ratio of the window and as NPOT textures use a &#8220;floor&#8221; convention to determine the size of subsequent mip levels (see the extension <a title="GL_ARB_texture_non_power_of_two" href="http://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt?referer=');">ARB_texture_non_power_of_two</a>) we need predicated fetches as in case of reduction from odd-sized mip levels we should not forgot about the edge texels:</p>
<pre class="brush:c">#version 400 core

uniform sampler2D LastMip;
uniform ivec2 LastMipSize;

in vec2 TexCoord;

void main(void)
{
  vec4 texels;
  texels.x = texture( LastMip, TexCoord ).x;
  texels.y = textureOffset( LastMip, TexCoord, ivec2(-1, 0) ).x;
  texels.z = textureOffset( LastMip, TexCoord, ivec2(-1,-1) ).x;
  texels.w = textureOffset( LastMip, TexCoord, ivec2( 0,-1) ).x;

  float maxZ = max( max( texels.x, texels.y ), max( texels.z, texels.w ) );

  vec3 extra;
  // if we are reducing an odd-width texture then fetch the edge texels
  if ( ( (LastMipSize.x &amp; 1) != 0 ) &amp;&amp; ( int(gl_FragCoord.x) == LastMipSize.x-3 ) ) {
    // if both edges are odd, fetch the top-left corner texel
    if ( ( (LastMipSize.y &amp; 1) != 0 ) &amp;&amp; ( int(gl_FragCoord.y) == LastMipSize.y-3 ) ) {
      extra.z = textureOffset( LastMip, TexCoord, ivec2( 1, 1) ).x;
      maxZ = max( maxZ, extra.z );
    }
    extra.x = textureOffset( LastMip, TexCoord, ivec2( 1, 0) ).x;
    extra.y = textureOffset( LastMip, TexCoord, ivec2( 1,-1) ).x;
    maxZ = max( maxZ, max( extra.x, extra.y ) );
  } else
  // if we are reducing an odd-height texture then fetch the edge texels
  if ( ( (LastMipSize.y &amp; 1) != 0 ) &amp;&amp; ( int(gl_FragCoord.y) == LastMipSize.y-3 ) ) {
    extra.x = textureOffset( LastMip, TexCoord, ivec2( 0, 1) ).x;
    extra.y = textureOffset( LastMip, TexCoord, ivec2(-1, 1) ).x;
    maxZ = max( maxZ, max( extra.x, extra.y ) );
  }

  gl_FragDepth = maxZ;
}</pre>
<p>I was experimenting with using texture gather lookups to reduce the number of texture fetches from 4-to-7 fetches per fragment down to 1-to-3 fetches per fragment (see the extension <a title="GL_ARB_texture_gather" href="http://www.opengl.org/registry/specs/ARB/texture_gather.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/texture_gather.txt?referer=');">ARB_texture_gather</a>) it seems that texture gather works only if the image is linearly sampled and to avoid the additional burden involved by switching filtering state during rendering I stuck to simple texture lookups as using texture gather lookups did not show any visible effect on the construction time of the Hi-Z map.</p>
<div class="wp-caption aligncenter" style="width: 602px"><img title="Various mip levels of the Hi-Z map" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/depth-lods.png" alt="Various mip levels of the Hi-Z map" width="592" height="144" /><p class="wp-caption-text">Various mip levels of the Hi-Z map. The Hi-Z map size is 1024x768 and the displayed mip levels are: level 4 (left), level 5 (middle) and level 6 (right).</p></div>
<p>For debugging and demonstration purposes the Mountains demo has built-in function to display the content of the various mip levels of the Hi-Z map. This is available by pressing the F4 key while Hi-Z map based occlusion culling is enabled. The + and &#8211; keys can be used to switch between the mip levels.</p>
<p>In order to better visualize the depth information in the depth buffer I converted the non-linear depth values stored in the depth texture into linear depth values as presented in <a title="[GeeXLab] How to Visualize the Depth Buffer in GLSL" href="http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/?referer=');">[GeeXLab] How to Visualize the Depth Buffer in GLSL</a>.</p>
<h3>Culling with the Hi-Z map</h3>
<p>Once we have constructed the Hi-Z map, we can perform the actual occlusion culling by fetching the 2&#215;2 texel neighborhood corresponding to the screen area occupied by the bounding volume of the object whose visibility has to be determined. In the demo I used bounding boxes but any other bounding volume can be used (e.g. a bounding sphere is usually accurate enough for this technique).</p>
<p>First, we have to calculate the clip space bounding rectangle of the bounding volume. In the bounding box case this is done by transforming the bounding box vertices into clip space and then calculate the minimum and maximum X and Y coordinates. This bounding rectangle will be used for two things: it defines the texture coordinates that we&#8217;ll have to use for the Hi-Z map lookup and it helps determining the appropriate LOD for the texture lookup.</p>
<p>In order to determine the texture LOD that we&#8217;ll have to fetch we have to calculate the screen space size of the bounding square corresponding to the clip space bounding rectangle determined previously. This can be simply done by calculating the width and height of the bounding rectangle in clip space and then transforming this into screen space:</p>
<pre class="brush:c">float ViewSizeX = (BoundingRect[1].x-BoundingRect[0].x) * Transform.Viewport.y;
float ViewSizeY = (BoundingRect[1].y-BoundingRect[0].y) * Transform.Viewport.z;</pre>
<p>After this, the texture LOD can be simply calculated using the following formula:</p>
<pre class="brush:c">float LOD = ceil( log2( max( ViewSizeX, ViewSizeY ) / 2.0 ) );</pre>
<p>Finally, as we have the texture coordinates (the vertices of the clip space bounding rectangle) and the texture LOD, we simply have to make four texture lookups into the Hi-Z map using these parameters, calculate the maximum of the four depth values returned and compare it to the depth value corresponding to the object (this is the object&#8217;s front-most point&#8217;s depth value that comes also from the clip space coordinates of the bounding box). If the object depth is greater than the reference depth the object is occluded and so it is culled by the geometry shader as usual.</p>
<p>One may ask why we use a 2&#215;2 texel footprint for calculating the reference depth value why not just fetch the next mip level only once (as there we also get the maximum values of a 2&#215;2 texel footprint due to the Hi-Z map construction method). That&#8217;s what I&#8217;ve also asked myself at first sight but quickly figured out the reason (see the figure below).</p>
<div class="wp-caption aligncenter" style="width: 530px"><img class=" " title="Comparison of four texel fetches and one texel fetch for depth comparison" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/fetch-modes.png" alt="Comparison of four texel fetches and one texel fetch for depth comparison" width="520" height="256" /><p class="wp-caption-text">Comparison of number of fetches used for occlusion culling. Both figures show the magnified screen coverage of a single Hi-Z map texel at mip level N, texel coverage for mip level N-1 is in cyan and texel coverage for mip level N-2 is in blue. Object is show as red and yellow indicates the fetched texels.</p></div>
<p>In case of four texels not just the determination of the texture LOD is much easier but also it better encompasses the actual object bounding rectangle. In case of one texture fetch the computation of texture LOD is more complicated and expensive but the main problem is that a larger LOD has to be fetched and it is not always the LOD determined in the case of four fetches plus one. In the most extreme situation (if the bounding rectangle is right at the middle of the screen) it is possible that we have to fetch the largest LOD. This does not result in any false culling but it severely degrades the effectiveness of the culling.</p>
<p>Of course, it is possible to use more complex screen space bounding polygon as well as more fetches but those would increase the effectiveness of the culling much less than the additional burden and expensive operations worth.</p>
<h2>Conclusion</h2>
<p>We&#8217;ve seen how traditional hardware occlusion culling works by using occlusion queries. We also discussed that we sometimes need a better algorithm that does the occlusion culling for large amount of objects without CPU intervention.</p>
<p>The article also described a way to implement such an occlusion culling algorithm by using a hierarchical-Z map and geometry shaders. We&#8217;ve also managed to provide a reference implementation in the form of the demo called Mountains that can be downloaded with full source code in the <a title="OpenGL 4.0 - Mountains demo download" href="http://rastergrid.com/blog/downloads/mountains-demo/">downloads section</a>.</p>
<p>The algorithm performs very well in practice on current hardware. The Hi-Z map construction takes less than 0.2 milliseconds and the actual culling comes at almost no cost for even thousands of objects. For more detail about performance comparison between rendering with and without hierarchical-Z map based occlusion culling read the article about the <a title="OpenGL 4.0 - Mountains demo released" href="http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/">OpenGL 4.0 Mountains Demo</a>.</p>
<p>While the demo uses the technique only for culling instances of the same object, the technique can be easily extended to work for heterogeneous set of objects as the actual culling algorithm works on a per-object basis and is completely indifferent regarding to the method used for rendering the actual geometry.</p>
<p>This technique can be thought of as the next step towards a completely GPU based visibility determination and scene management system.</p>
<p>Acknowledgements go to Jeremy Shopf, Joshua Barczak, Christopher Oat and Natalya Tatarchuk and their <a title="SIGGRAPH 2008 Course Notes about the March of the Froblins" href="http://developer.amd.com/documentation/presentations/legacy/Chapter03-SBOT-March_of_The_Froblins.pdf" target="_blank" onclick="pageTracker._trackPageview('/outgoing/developer.amd.com/documentation/presentations/legacy/Chapter03-SBOT-March_of_The_Froblins.pdf?referer=');">SIGGRAPH 2008 Course Notes</a> that inspired this work.</p>

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		</item>
		<item>
		<title>OpenGL 4.0 &#8211; Mountains demo released</title>
		<link>http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/</link>
		<comments>http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/#comments</comments>
		<pubDate>Mon, 11 Oct 2010 21:19:21 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Samples]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[culling]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[GLEW]]></category>
		<category><![CDATA[GLM]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[LOD]]></category>
		<category><![CDATA[occlusion culling]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[SFML]]></category>
		<category><![CDATA[transform feedback]]></category>
		<category><![CDATA[vertex shader]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=339</guid>
		<description><![CDATA[OpenGL 3.0 capable GPUs introduced a level of processing power and programming flexibility that isn&#8217;t comparable with any earlier generations. After that, OpenGL 4.0 and the hardware supporting it even further pushed the limits of what previously seemed to be impossible. Thanks to these features nowadays more and more possibilities are available for the graphics]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2010%252F10%252Fopengl-4-0-mountains-demo-released%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2FawWubV%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22OpenGL%204.0%20-%20Mountains%20demo%20released%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 210px"><a href="http://rastergrid.com/blog/wp-content/uploads/2010/10/mountains.png"><img class="  " title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-thumb.png" alt="OpenGL 4.0 - Mountains demo" width="200" height="150" /></a><p class="wp-caption-text">OpenGL 4.0 - Mountains demo</p></div>
<p>OpenGL 3.0 capable GPUs introduced a level of processing power and programming flexibility that isn&#8217;t comparable with any earlier generations. After that, OpenGL 4.0 and the hardware supporting it even further pushed the limits of what previously seemed to be impossible. Thanks to these features nowadays more and more possibilities are available for the graphics developers to implement GPU based scene management and culling algorithms. The Mountains demo showcases some of these rendering techniques that, as far as I know, were never implemented so far using OpenGL. In this article I will present the key features of the demo that will be discussed in more detail in subsequent articles. Demo binaries with full source code are also published.</p>
<p><span id="more-339"></span>The demo itself is mainly inspired by the <a title="March of the Froblins" href="http://developer.amd.com/samples/demos/pages/froblins.aspx" target="_blank" onclick="pageTracker._trackPageview('/outgoing/developer.amd.com/samples/demos/pages/froblins.aspx?referer=');">March of the Froblins</a> demo released by AMD and the <a title="Chapter03-SBOT-March_of_The_Froblins.pdf" href="http://developer.amd.com/documentation/presentations/legacy/Chapter03-SBOT-March_of_The_Froblins.pdf" target="_blank" onclick="pageTracker._trackPageview('/outgoing/developer.amd.com/documentation/presentations/legacy/Chapter03-SBOT-March_of_The_Froblins.pdf?referer=');">SIGGRAPH 2008 Course Notes</a> by Jeremy Shopf, Joshua Barczak, Christopher Oat and Natalya Tatarchuk presenting the actual implementation in detail. That demo targeted the Radeon HD4800 series and presented several practical GPU based culling algorithms implemented using DirectX10. The Mountains demo implements these techniques in OpenGL and further improves the technique used in AMD&#8217;s demo by unleashing the new features introduced by Shader Model 5.0 hardware and OpenGL 4.0.</p>
<p>While this article briefly presents the demo and the used rendering techniques, the details of each individual technique will be presented in subsequent articles as the thorough examination of them needs a longer discussion that would render this article simply too long and overwhelming.</p>
<h2>Introduction</h2>
<p>The Mountains demo renders a tiled terrain block with thousands of high detail tree models (the full detail tree model is over five thousand triangles). Due to the view distance used in the demo is quite large, several tiles of the terrain block are potentially visible on the screen and this results in a huge explosion in the number of triangles the GPU has to render. Also, with traditional methods the rendering of the terrain blocks and the several thousand tree models would need loads of draw calls. In order to solve this problem, the demo renders the trees using geometry instancing to minimize the number of draw calls.</p>
<p>In a traditional rendering engine CPU based culling methods would be used. While that would even work in practice, it is more convenient to perform the culling on the GPU as every information needed to do it is available there. Nevertheless, culling is a typical algorithm that can easily take advantage of the highly parallel architecture of the GPU. Also, performing the culling on the CPU would make geometry instancing barely beneficial.</p>
<p>Another problem with a scene like this is that a simple per-object view frustum culling would not solve the problem completely as most of trees in the view frustum are not visible due that they are hidden by the terrain. In traditional OpenGL the way how to solve this problem would be the use of per-object occlusion queries and rendering of bounding volumes. While this may work in practice, it involves too much CPU intervention even if we take advantage of conditional rendering and nevertheless, this also breaks instancing.</p>
<p>These are the issues that motivated me in creating this demo and I established the following goals for the project:</p>
<div class="wp-caption alignright" style="width: 210px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains2.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains2.png?referer=');"><img class="  " title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains2-thumb.png" alt="View from above" width="200" height="150" /></a><p class="wp-caption-text">View from above</p></div>
<ul>
<li>All the object-level information must stay on the GPU and the CPU should not make decisions on a per-object basis.</li>
<li>The renderer should use as few draw calls as possible in order to solve the problem of visibility determination.</li>
<li>Don&#8217;t draw anything that is not inside the view frustum or is occluded by terrain.</li>
</ul>
<p>The result is a renderer that does little to no scene management on the CPU, instead uses the GPU for visibility determination that is, in most cases, able to reduce the scene&#8217;s geometric complexity from over 400 million triangles under one million triangles providing an interactive experience on a Radeon HD5770 with around 200 frames per second.</p>
<h2>Implementation</h2>
<p>The scene consists of a tiled terrain with over 130 thousands of triangles and more than 1400 tree instances each with almost 6 thousands of triangles. This sums up to 8 million triangles for a single tile block of terrain. As the view range is needed to be quite large we actually deal with a 7&#215;7 tile of terrain that is dynamically placed in a way that the camera always resides in the middle block of the tile. What all this means that even though we dynamically generate the scenery around the camera, we still have to deal with a scene consisting of over 400 million triangles. This is simply too much for the GPU to deal with.</p>
<p>The first step done in order to reduce the geometric complexity of the scene is done on the CPU by performing a view frustum culling on a per-terrain-block basis. This will limit our 7&#215;7 tile to a smaller subset that contains only those blocks that are lying within the view frustum. The result is a scene usually around 50 million triangles.</p>
<p>While this is already a reasonable amount of simplification, in order to further reduce the amount of geometry we have to render we have to do per-object culling. But as mentioned before, we would not like to do such fine grained scene management on the CPU so we need some sophisticated methods to do it on the GPU.</p>
<p>In order to accomplish this, we will take advantage of the geometry shader&#8217;s capability of discarding geometry. We will use it to do the per-object decisions in order to cull the tree instances that are not visible. The three techniques implemented in the culling geometry shader and the accompanying vertex shader are the following:</p>
<ul>
<li><strong>Instance Cloud Reduction (ICR)</strong> &#8211; This method does view frustum culling on a per-instance basis based on the bounding box of the instanced geometry, in this case the tree. The technique was first presented in my previous article titled <a title="Instance culling using geometry shaders" href="http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/">Instance culling using geometry shaders</a> and then further improved according to the instructions presented in <a title="Instance Cloud Reduction reloaded" href="http://rastergrid.com/blog/2010/06/instance-cloud-reduction-reloaded/">Instance Cloud Reduction reloaded</a>. In this case, the technique allows us to do a more fine grained yet still high level view frustum culling of the tree instances than that allowed by the simple per-tile culling performed on the CPU.</li>
<li><strong>Hierarchical-Z Map based Occlusion Culling</strong> &#8211; This technique allows for conservative per-instance occlusion culling completely done and evaluated on the GPU using a similar algorithm that the hardware depth buffer uses to hierarchically reject fragments based on their depth values. Using this technique, a coarse occlusion culling can be performed on the instances without the need of occlusion queries and CPU intervention. <strong>Update!</strong> The technique is discussed in detail in the article <a title="Hierarchical-Z map based occlusion culling" href="http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/">Hierarchical-Z map based occlusion culling</a>.</li>
<li><strong>Dynamic Level-of-Detail Determination</strong> &#8211; This method allows us to dynamically select a suitable geometry level-of-detail on a per-instance basis completely on the GPU based on the application provided LOD parameters and the distance of the instance from the camera. The Mountains demo uses three LOD levels for the tree object: one with 5811 triangles, another with 2893 triangles and the lowest detailed version contains 1492 triangles. <strong>Update!</strong> The technical details of the algorithm are presented in the article <a title="GPU based dynamic geometry LOD" href="http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/">GPU based dynamic geometry LOD</a>.</li>
</ul>
<p>While in the Mountains demo all these techniques are used to determine the visibility and the LOD of static scenery (as trees are unlikely to move) the truth is that these methods apply with no modification also to dynamic scenery. This is a very important thing to note as usually dynamic objects are those that makes many of the CPU based scene management and visibility determination algorithms difficult to use or simply inefficient.</p>
<p>The key improvement compared to how these techniques are used in AMD&#8217;s demo is that my implementation applies all the algorithms to the instance set in a single rendering pass compared to the several passes needed by the original implementation. This is because the Mountains demo takes advantage of the latest technologies introduced by OpenGL 4.0 and the supporting hardware (in this case the functionality provided by the extension <a title="GL_ARB_transform_feedback3" href="http://www.opengl.org/registry/specs/ARB/transform_feedback3.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/transform_feedback3.txt?referer=');">GL_ARB_transform_feedback3</a>).</p>
<p>By using these techniques the GPU is able to reduce the geometric complexity of the scene from 50 million triangles down to around a few millions, sometimes even under a million. Of course, the actually reduction efficiency is heavily influenced by the view position and direction.</p>
<p>Besides the scene management and visibility determination techniques, the demo also showcases a few simple visual effects:</p>
<div class="wp-caption alignright" style="width: 210px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains3.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains3.png?referer=');"><img title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains3-thumb.png" alt="View horizon and sky" width="200" height="150" /></a><p class="wp-caption-text">View horizon and sky</p></div>
<ul>
<li>A simple infinitely far skybox generated using a geometry shader.</li>
<li>Simple diffuse lighting applied to the tree instances.</li>
<li>Global illumination-like effect that simulates the terrain to cast shadows over the trees even though no shadow rendering technique is applied.</li>
<li>Fog effect to smooth out the disappearance of the terrain at the far clip plane.</li>
<li>Simplistic fake depth-of-field effect that makes far away objects look blurry.</li>
</ul>
<p>Maybe I will present also some of these techniques in detail in another article if there is interest for it.</p>
<p>As I mentioned, I used a geometry shader to render the skybox and so I did when rendering full screen quads to apply image space algorithms. I&#8217;ve done this because I always feel kind of stupid when I have to put such a simple geometry like a skybox or a full screen quad into a vertex buffer. In these situations I feel like I would simply use immediate mode to draw that damn little piece of geometry but I want to stick to core OpenGL so I quickly change my mind. As a simple alternative, I rather used geometry shaders to emit these simple geometric objects that are used so often that I even wonder how OpenGL does not have e.g. a glDrawScreenQuad-like command. Of course, the geometry shaders don&#8217;t start by themselves so I used dummy draw commands to make the geometry shader do its job.</p>
<h2>Performance</h2>
<p>Now let&#8217;s see how our GPU based optimizations perform in practice. I&#8217;ve collected results from typical view positions from where a moderate number of trees are visible. The tests were done on a Radeon HD 5770. Other configuration parameters are not really relevant as the demo is clearly GPU bound as only a few state changes and render commands are executed on the CPU. Of course, this is kind of a synthetic demo as you would usually want to balance the workload between the CPU and the GPU but usually you have AI, physics and other things for the CPU so transferring as much work to the GPU as possible usually gives a great benefit.</p>
<div class="wp-caption aligncenter" style="width: 654px"><img class="   " src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-fps.png" alt="Performance comparison of various culling and LOD techniques in frames per second on a Radeon HD5770 (higher is better)" width="644" height="224" /><p class="wp-caption-text">Performance comparison of the demo in frames per second on a Radeon HD5770 (higher is better): no culling (bottom), instance cloud reduction (middle), ICR + Hi-Z map based occlusion culling (top), no geometry LOD (blue), dynamic geometry LOD (red).</p></div>
<p>As you can see on the figure above, using all the optimizations clearly shows its benefits on the frame rate of the demo, even though the Hi-Z map based occlusion query requires several additional draw passes due to the construction of the Hi-Z map. It is also clearly visible that in a scene like this where there are a lot of occluders, ICR is simply not sufficient on its own. One final note that the application of dynamic LOD has a more significant effect without Hi-Z as occlusion culling removes the largest ratio of the instances.</p>
<div class="wp-caption aligncenter" style="width: 654px"><img src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains-mtris.png" alt="Amount of visible geometry after culling in millions of triangles: no culling (bottom), instance cloud reduction (middle), ICR + Hi-Z map based occlusion culling (top), no geometry LOD (blue), dynamic geometry LOD (red)." width="644" height="224" /><p class="wp-caption-text">Amount of visible geometry after culling in millions of triangles: no culling (bottom), instance cloud reduction (middle), ICR + Hi-Z map based occlusion culling (top), no geometry LOD (blue), dynamic geometry LOD (red).</p></div>
<p>Our next chart shows the amount of geometry that is finally drawn after culling in millions of triangles. On this figure we see exactly the inverse of the previous chart and it is not surprising as obviously we have a geometry throughput bottleneck. It also clearly shows how important dynamic LOD is even if we don&#8217;t perform more sophisticated visibility determination algorithms.</p>
<table style="width: 100%;" border="0">
<tbody>
<tr>
<td></td>
<td style="text-align: center;"><strong>No LOD</strong></td>
<td style="text-align: center;"><strong>Dynamic LOD</strong></td>
</tr>
<tr>
<td><strong>No culling</strong></td>
<td style="text-align: center;">17 draw calls</td>
<td style="text-align: center;">19 draw calls</td>
</tr>
<tr>
<td><strong>Instance cloud reduction</strong></td>
<td style="text-align: center;">17 draw calls</td>
<td style="text-align: center;">19 draw calls</td>
</tr>
<tr>
<td><strong>ICR + Hi-Z map based occlusion query</strong></td>
<td style="text-align: center;">27 draw calls</td>
<td style="text-align: center;">29 draw calls</td>
</tr>
</tbody>
</table>
<p>Finally, in the table above we&#8217;ve listed the number of draw calls needed by each technique from the reference point of view. The techniques applied do not have a significant effect on the amount of draw calls: we have a fixed number of draw calls and additionally two draw calls if we use LOD. The only exception is when we use Hi-Z map based occlusion culling as the Hi-Z map is a full mipmap chain and we need ten additional draw calls to generate all the mip-levels.</p>
<h2>Conclusion</h2>
<p>The techniques presented are rather simple to implement and can provide huge performance increases. Nevertheless, they allow the renderer to offload even some of the object-level algorithms from the CPU to the GPU and obviously this is the direction to go in the future.</p>
<p>We&#8217;ve also met mostly our goals set at the beginning. Of course not fully as the occlusion culling performed is rather a coarse culling method and does not eliminate completely all the instances that will not contribute to the final image.</p>
<h2>Future work</h2>
<p>While the implementation almost completely eliminates all need of CPU intervention during the rendering phase, I still had to use a few asynchronous queries to get the amount of visible instances for each geometry LOD, although the latency incurred by the use of query objects is hidden in the demo by rendering the skybox between the initiation of the queries and the retrieving of the results.</p>
<div class="wp-caption alignright" style="width: 210px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains4.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains4.png?referer=');"><img title="Click to enlarge" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/10/mountains4-thumb.png" alt="Deep in the forest" width="200" height="150" /></a><p class="wp-caption-text">Deep in the forest</p></div>
<p>As soon as we get atomic counters into core OpenGL and consequently when we&#8217;ll have drivers supporting it, I will further improve the technique using indirect rendering and atomic counters so even the need for these queries will be eliminated.</p>
<p>Additionally, as mentioned several times, I plan to write detailed articles about the individual techniques I used in the demo. I decided to go in this direction as a thorough description of all the details of the demo would be simply too long in one piece.</p>
<h2>Running the demo</h2>
<p>The demo uses OpenGL 4.0 so a Shader Model 5.0 capable graphics card is a must. Even though most of the used techniques makes it possible to create an implementation running on OpenGL 3.x, this time I wanted to stick to GL 4.0 as I took advantage of the new features of it to even further improve the implementation.</p>
<p>First, don&#8217;t be afraid if after startup the demo will run on very low frame rates. This is because by default all GPU based optimizations are disabled.</p>
<p>You can use the SPACE button to switch between the various culling methods:</p>
<ul>
<li>No culling at all</li>
<li>Instance cloud reduction</li>
<li>ICR with Hi-Z map based occlusion culling</li>
</ul>
<p>Finally, you can turn dynamic LOD on and off using the F3 key.</p>
<p>There are a few other controls present in the demo that you may figure out if you read the code, but I don&#8217;t want to go into the details of them as they will be presented in the upcoming articles where I will present Hi-Z map based occlusion culling and dynamic LOD in detail. So stay tuned: <a title="Follow me on twitter" href="http://www.twitter.com/aqnuep" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.twitter.com/aqnuep?referer=');">follow me on twitter</a> or <a title="RSS Feeds" href="http://rastergrid.com/blog/feed/">subscribe to the RSS feed</a>.</p>
<p>The demo can be downloaded with full source code in the <a title="Downloads" href="http://rastergrid.com/blog/downloads/mountains-demo/">downloads section</a>.</p>

]]></content:encoded>
			<wfw:commentRss>http://rastergrid.com/blog/2010/10/opengl-4-0-mountains-demo-released/feed/</wfw:commentRss>
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		</item>
		<item>
		<title>Efficient Gaussian blur with linear sampling</title>
		<link>http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/</link>
		<comments>http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 20:48:16 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Samples]]></category>
		<category><![CDATA[bloom]]></category>
		<category><![CDATA[blur]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[depth-of-field]]></category>
		<category><![CDATA[filter]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[GLEW]]></category>
		<category><![CDATA[GLM]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[postprocessing]]></category>
		<category><![CDATA[SFML]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=299</guid>
		<description><![CDATA[Gaussian blur is an image space effect that is used to create a softly blurred version of the original image. This image then can be used by more sophisticated algorithms to produce effects like bloom, depth-of-field, heat haze or fuzzy glass. In this article I will present how to take advantage of the various properties]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2010%252F09%252Fefficient-gaussian-blur-with-linear-sampling%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2FcLq0EW%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22Efficient%20Gaussian%20blur%20with%20linear%20sampling%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 160px"><br />
<img class=" " title="Gaussian blur" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_thumbnail.png" alt="Gaussian blur" width="150" height="150" /><p class="wp-caption-text">Gaussian blur</p></div>
<p>Gaussian blur is an image space effect that is used to create a softly blurred version of the original image. This image then can be used by more sophisticated algorithms to produce effects like bloom, depth-of-field, heat haze or fuzzy glass. In this article I will present how to take advantage of the various properties of the Gaussian filter to create an efficient implementation as well as a technique that can greatly improve the performance of a naive Gaussian blur filter implementation by taking advantage of bilinear texture filtering to reduce the number of necessary texture lookups. While the article focuses on the Gaussian blur filter, most of the principles presented are valid for most convolution filters used in real-time graphics.</p>
<p><span id="more-299"></span></p>
<p>Gaussian blur is a widely used technique in the domain of computer graphics and many rendering techniques rely on it in order to produce convincing photorealistic effects, no matter if we talk about an offline renderer or a game engine. Since the advent of configurable fragment processing through texture combiners and then using fragment shaders the use of Gaussian blur or some other blur filter is almost a must for every rendering engine. While the basic convolution filter algorithm is a rather expensive one, there are a lot of neat techniques that can drastically reduce the computational cost of it, making it available for real-time rendering even on pretty outdated hardware. This article will be most like a tutorial article that tries to present most of the available optimization techniques. Some of them may be familiar to all of you but maybe the linear sampling will bring you some surprise, but let&#8217;s not go that far but start with the basics.</p>
<h2>Terminology</h2>
<p>In order to precede any possibility of confusion, I&#8217;ll start the article with the introduction of some terms and concepts that I will use in the post.</p>
<p><strong>Convolution filter</strong> &#8211; An algorithm that combines the color value of a group of pixels.</p>
<p><strong>NxN-tap filter &#8211; </strong>A filter that uses a square shaped footprint of pixels with the square&#8217;s side length being N pixels.</p>
<p><strong>N-tap filter</strong> &#8211; A filter that uses an N-pixel footprint. Note that an N-tap filter does *not* necessarily mean that the filter has to sample N texels as we will see that an N-tap filter can be implemented using less than N texel fetches.</p>
<p><strong>Filter kernel</strong> &#8211; A collection of relative coordinates and weights that are used to combine the pixel footprint of the filter.</p>
<p><strong>Discrete sampling</strong> &#8211; Texture sampling method when we fetch the data of exactly one texel (aka GL_NEAREST filtering).</p>
<p><strong>Linear sampling</strong> &#8211; Texture sampling method when we fetch a footprint of 2&#215;2 texels and we apply a bilinear filter to aquire the final color information (aka GL_LINEAR filtering).</p>
<h2>Gaussian filter</h2>
<p>The image space Gaussian filter is an NxN-tap convolution filter that weights the pixels inside of its footprint based on the Gaussian function:</p>
<p style="text-align: center;"><img class=" aligncenter" title="Gaussian function 2D" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_function_2D.png" alt="Gaussian function 2D" width="190" height="41" /></p>
<p>The pixels of the filter footprint are weighted using the values got from the Gaussian function thus providing a blur effect. The spacial representation of the Gaussian filter, sometimes referred to as the &#8220;bell surface&#8221;, demonstrates how much the individual pixels of the footprint contribute to the final pixel color.</p>
<div class="wp-caption aligncenter" style="width: 444px"><img title="Gaussian function graphical representation" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_graph.png" alt="Gaussian function graphical representation" width="434" height="351" /><p class="wp-caption-text">The graphical representation of the 2-dimensional Gaussian function</p></div>
<p>Based on this some of you may already say &#8220;aha, so we simply need to do NxN texture fetches and weight them together and voilà&#8221;. While this is true, it is not that efficient as it looks like. In case of a 1024&#215;1024 image, using a fragment shader that implements a 33&#215;33-tap Gaussian filter based on this approach would need an enormous number of 1024*1024*33*33 ≈ 1.14 billion texture fetches in order to apply the blur filter for the whole image.</p>
<p>In order to get to a more efficient algorithm we have to analyze a bit some of the nice properties of the Gaussian function:</p>
<ul>
<li>The 2-dimensional Gaussian function can be calculated by multiplying two 1-dimensional Gaussian function:</li>
</ul>
<p style="text-align: center;"><img class="aligncenter" title="Gaussian function 1D" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_function_1D.png" alt="Gaussian function 1D" width="190" height="41" /></p>
<ul>
<li>A Gaussian function with a distribution of 2σ is equivalent with the product of two Gaussian functions with a distribution of σ.</li>
</ul>
<p>Both of these properties of the Gaussian function give us room for heavy optimization.</p>
<p>Based on the first property, we can separate our 2-dimensional Gaussian function into two 1-dimensional one. In case of the fragment shader implementation this means that we can separate our Gaussian filter into a horizontal blur filter and the vertical blur filter, still getting the accurate results after the rendering. This results in two N-tap filters and an additional rendering pass needed for the second filter. Getting back to our example, applying the two filters to a 1024&#215;1024 image using two 33-tap Gaussian filters will get us to 1024*1024*33*2 ≈ 69 million texture fetches. That is already more than an order of magnitude less than the original approach made possible.</p>
<p>Using the second property of the Gaussian function, we can separate our 33&#215;33-tap filter into three 9&#215;9-tap filter (9+8=17, 17+16=33). Back to our example, for the 1024&#215;1024 sized image this results in 1024*1024*9*9*3 ≈ 255 million texture fetches. As we can see, we also spared a large amount of the necessary texture fetches using this approach as well.</p>
<p>Of course, the combination of the two techniques is also possible. That means we both separate our filter to a vertical and horizontal filter as well as decompose our 33-tap filter into three 9-tap filter. This will get us to the almost optimal number of 1024*1024*9*3*2 ≈ 56 million texture fetches.</p>
<h2>Gaussian kernel weights</h2>
<p>We&#8217;ve seen how to implement an efficient Gaussian blur filter for our application, at least in theory, but we haven&#8217;t talked about how we should calculate the weights for each pixel we combine using the filter in order to get the proper results. The most straightforward way to determine the kernel weights is by simply calculating the value of the Gaussian function for various distribution and coordinate values. While this is the most generic solution, there is a simpler way to get some weights by using the binomial coefficients. Why we can do that? Because the Gaussian function is actually the distribution function of the normal distribution and the normal distribution&#8217;s discrete equivalent is the binomial distribution which uses the binomial coefficients for weighting its samples.</p>
<div class="wp-caption aligncenter" style="width: 630px"><img title="Binomial coefficients" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/binomial_coeff2.png" alt="Binomial coefficients" width="620" height="300" /><p class="wp-caption-text">The Pascal triangle showcasing the binomial coefficients that can be used to calculate the kernel weights (each element in the succeeding rows is the sum of its &quot;parents&quot;).</p></div>
<p>For implementing our 9-tap horizontal and vertical Gaussian filter we will use the last row of the Pascal triangle illustrated above in order to calculate our weights. One may ask why we don&#8217;t use the row with index 8 as it has 9 coefficients. This is a justifiable question, but it is rather easy to answer it. This is because with a typical 32 bit color buffer the outermost coefficients don&#8217;t have any effect on the final image while the second outermost ones have little to no effect. We would like to minimize the number of texture fetches but provide the highest quality blur as possible with our 9-tap filter. Obviously, in case very high precision results are a must and a higher precision color buffer is available, preferably a floating point one, using the row with index 8 is better. But let&#8217;s stick to our original idea and use the last row&#8230;</p>
<p>By having the necessary coefficients, it is very easy to calculate the weights that will be used to linearly interpolate our pixels. We just have to divide the coefficient by the sum of the coefficients that is 4096 in this case. Of course, for correcting the elimination of the four outermost coefficients, we shall reduce the sum to 4070, otherwise if we apply the filter several times the image may get darker.</p>
<p>Now, as we have our weights it is very straightforward to implement our fragment shaders. Let&#8217;s see how the vertical file shader will look like in GLSL:</p>
<pre class="brush:cpp">uniform sampler2D image;

out vec4 FragmentColor;

uniform float offset[5] = float[]( 0.0, 1.0, 2.0, 3.0, 4.0 );
uniform float weight[5] = float[]( 0.2270270270, 0.1945945946, 0.1216216216,
                                   0.0540540541, 0.0162162162 );

void main(void)
{
    FragmentColor = texture2D( image, vec2(gl_FragCoord)/1024.0 ) * weight[0];
    for (int i=1; i&lt;5; i++) {
        FragmentColor +=
            texture2D( image, ( vec2(gl_FragCoord)+vec2(0.0, offset[i]) )/1024.0 )
                * weight[i];
        FragmentColor +=
            texture2D( image, ( vec2(gl_FragCoord)-vec2(0.0, offset[i]) )/1024.0 )
                * weight[i];
    }
}</pre>
<p>Obviously the horizontal filter is no different just the offset value is applied to the X component rather than to the Y component of the fragment coordinate. Note that we hardcoded here the size of the image as we divide the resulting window space coordinate by 1024. In a real life scenario one may replace that with a uniform or simply use texture rectangles that don&#8217;t use normalized texture coordinates.</p>
<p>If you have to apply the filter several times in order to get a more strong blur effect, the only thing you have to do is ping-pong between two framebuffers and apply the shaders to the result of the previous step.</p>
<div class="wp-caption aligncenter" style="width: 610px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian1.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian1.png?referer=');"><img class=" " title="Gaussian blur effect" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian1_thumbnail.png" alt="Gaussian blur effect" width="600" height="200" /></a><p class="wp-caption-text">9-tap Gaussian blur filter applied to an image of size 1024x1024: no filter applied (left), applied once (middle), applied nine times (right). Click to view the full-sized image in order to better see the difference.</p></div>
<h2>Linear sampling</h2>
<p>So far, we were able to see how to implement a separable Gaussian filter using two rendering pass in order to get a 9-tap Gaussian blur. We&#8217;ve also seen that we can run this filter three times over a 1024&#215;1024 sized image in order to get a 33-tap Gaussian blur by using only 56 million texture fetches. While this is already quite efficient it does not really expose any possibilities of the GPUs as this form of the algorithm would work perfectly almost unmodified on a CPU as well.</p>
<p>Now, we will see that we can take advantage of the fixed function hardware available on the GPU that can even further reduce the number of required texture fetches. In order to get to this optimization let&#8217;s discuss one of the assumptions that we made from the beginning of the article:</p>
<p>So far, we assumed that in order to get information about a single pixel we have to make a texture fetch, that means for 9 pixels we need 9 texture fetches. While this is true in case of a CPU implementation, it is not necessarily true in case of a GPU implementation. This is because in the GPU case we have bilinear texture filtering at our disposal that comes with practically no cost. That means if we don&#8217;t fetch at texel center positions our texture then we can get information about multiple pixels. As we already use the separability property of the Gaussian function we actually working in 1D so for us bilinear filter will provide information about two pixels. The amount of how much each texel contribute to the final color value is based on the coordinate that we use.</p>
<p>By properly adjusting the texture coordinate offsets we can get the accurate information of two texels or pixels using a single texture fetch. That means for implementing a 9-tap horizontal/vertical Gaussian filter we need only 5 texture fetches. In general, for an N-tap filter we need [N/2] texture fetches.</p>
<p>What this will mean for our weight values previously used for the discrete sampled Gaussian filter? It means that each case we use a single texture fetch to get information about two texels we have to weight the color value retrieved by the sum of the weights corresponding to the two texels. Now that we know what are our weights, we just have to calculate the texture coordinate offsets properly.</p>
<p>For texture coordinates, we can simply use the middle coordinate between the two texel centers. While this is a good approximation, we won&#8217;t accept it as we can calculate much better coordinates that will result us exactly the same values as when we used discrete sampling.</p>
<p>In case of such a merge of two texels we have to adjust the coordinates that the distance of the determined coordinate from the texel #1 center should be equal to the weight of texel #2 divided by the sum of the two weights. In the same style, the distance of the determined coordinate from the texel #2 center should be equal to the weight of texel #1 divided by the sum of the two weights.</p>
<p>As a result, we get the following formulas to determine the weights and offsets for our linear sampled Gaussian blur filter:</p>
<p style="text-align: center;"><img class="aligncenter" title="Weight and offset calculation for linear sampling" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/equation.png" alt="Weight and offset calculation for linear sampling" width="597" height="116" /></p>
<p>By using this information we just have to replace our uniform constants and decrease the number of iterations in our vertical filter shader and we get the following:</p>
<pre class="brush:cpp">uniform sampler2D image;

out vec4 FragmentColor;

uniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
uniform float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );

void main(void)
{
    FragmentColor = texture2D( image, vec2(gl_FragCoord)/1024.0 ) * weight[0];
    for (int i=1; i&lt;3; i++) {
        FragmentColor +=
            texture2D( image, ( vec2(gl_FragCoord)+vec2(0.0, offset[i]) )/1024.0 )
                * weight[i];
        FragmentColor +=
            texture2D( image, ( vec2(gl_FragCoord)-vec2(0.0, offset[i]) )/1024.0 )
                * weight[i];
    }
}</pre>
<p>This simplification of the algorithm is mathematically correct and if we don&#8217;t consider possible rounding errors resulting from the hardware implementation of the bilinear filter we should get the exact same result with our linear sampling shader like in case of the discrete sampling one.</p>
<div class="wp-caption aligncenter" style="width: 523px"><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/side2side.png" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/09/side2side.png?referer=');"><img class=" " title="Side-to-side comparison of Gaussian blur with discrete and linear sampling" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/side2side_thumbnail.png" alt="Side-to-side comparison of Gaussian blur with discrete and linear sampling" width="513" height="250" /></a><p class="wp-caption-text">9-tap Gaussian blur applied nine times with discrete sampling (left) and linear sampling (right). Click for the full resolution of the image. Note that there is no visible difference between the two techniques even after several passes.</p></div>
<p>While the implementation of the linear sampling is pretty straightforward, it has a quite visible effect on the performance of the Gaussian blur filter. Taking into consideration that we managed to implement a 9-tap filter using just five texture fetches instead of nine, back to our example, blurring a 1024&#215;1024 image with a 33-tap filter takes only 1024*1024*5*3*2 ≈ 31 million texture fetches instead of the 56 million required by discrete sampling. This is a quite reasonable difference and in order to better present how much that matters I&#8217;ve done some experiment to measure the difference between the two techniques. The result speaks for itself:</p>
<div class="wp-caption aligncenter" style="width: 532px"><img title="Performance comparison of discrete and linear sampling" src="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/comparison2.png" alt="Performance comparison of discrete and linear sampling" width="522" height="400" /><p class="wp-caption-text">Performance comparison of the 9-tap Gaussian blur filter with discrete and linear sampling on a Radeon HD5770. The vertical axis is the frames per second (higher is better) and the horizontal axis represents results with various number of blur steps (higher is blurrier).</p></div>
<p>As we can see, the performance of the Gaussian filter implemented with linear sampling is about 60% faster than the one implemented with discrete sampling indifferent from the number of blur steps applied to the image. This roughly proportional to the number of texture fetches spared by using linear filtering.</p>
<h2>Conclusion</h2>
<p>We&#8217;ve seen that implementing an efficient Gaussian blur filter is quite straightforward and the result is a very fast real-time algorithm, especially using the linear sampling, that can be used as the basis of more advanced rendering techniques.</p>
<p>Even though we concentrated on Gaussian blur in this article, many of the discussed principles apply to most convolution filter types. Also, most of the theory applies in case we need a blurred image of reduced size like it is usually needed by the bloom effect, even the linear sampling. The only thing that is really different in case of a reduced size blurred image is that our center pixel is also a &#8220;double-pixel&#8221;. This means that we have to use a row from our Pascal triangle that has even number of coefficients as we would like to linear sample the middle texels as well.</p>
<p>We&#8217;ve also had a brief insight into the computational complexity of the various techniques and how the filter can be efficiently implemented on the GPU.</p>
<p>The demo application used for the measurements performed to compare the discrete and linear sampling method can be downloaded here:</p>
<h3>Binary release</h3>
<p><strong>Platform:</strong> Windows<br />
<strong>Dependency:</strong> OpenGL 3.3 capable graphics driver<br />
<strong>Download link:<span style="font-weight: normal;"> </span><a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_win32.zip" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_win32.zip?referer=');"><span style="font-weight: normal;">gaussian_win32.zip (2.96MB)</span></a></strong></p>
<p><a href="http://rastergrid.com/blog/wp-content/uploads/2010/06/nature12_win32.zip"></a><strong>Source code</strong></p>
<p><strong>Language:</strong> C++<br />
<strong>Platform:</strong> cross-platform<br />
<strong>Dependency:</strong> GLEW, SFML, GLM<br />
<strong>Download link:</strong> <a href="http://www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_src.zip" onclick="pageTracker._trackPageview('/outgoing/www.rastergrid.com/blog/wp-content/uploads/2010/09/gaussian_src.zip?referer=');">gaussian_src.zip (5.37KB)</a><br />
<strong> </strong></p>
<p>P.S.: Sorry for the high minimum requirements of the application just I would really like to stick to strict OpenGL 3+ demos.</p>

]]></content:encoded>
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		</item>
		<item>
		<title>An introduction to OpenGL 4.1</title>
		<link>http://rastergrid.com/blog/2010/08/an-introduction-to-opengl-4-1/</link>
		<comments>http://rastergrid.com/blog/2010/08/an-introduction-to-opengl-4-1/#comments</comments>
		<pubDate>Tue, 24 Aug 2010 19:32:51 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[binary shader]]></category>
		<category><![CDATA[callback]]></category>
		<category><![CDATA[fragment shader]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenGL ES]]></category>
		<category><![CDATA[stencil]]></category>
		<category><![CDATA[vertex shader]]></category>
		<category><![CDATA[viewport]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=290</guid>
		<description><![CDATA[The Khronos Group keeps the pace that they set themselves being able to deliver the latest specification of OpenGL less than half year after the revolutionary appearance of OpenGL 4. Abandoning the OpenGL 3.x line of the specification (at least for a while) the new update concentrates on Shader Model 5.0 class GPUs and extensions]]></description>
			<content:encoded><![CDATA[
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<p>The Khronos Group keeps the pace that they set themselves being able to deliver the latest specification of OpenGL less than half year after the revolutionary appearance of OpenGL 4. Abandoning the OpenGL 3.x line of the specification (at least for a while) the new update concentrates on Shader Model 5.0 class GPUs and extensions heavily promoted by the community. Beside all this, the Khronos Group now confessedly opens towards convergence to OpenGL ES making the desktop version of the specification downward compatible with its embedded brother. In this article I would like to present the features introduced with the latest revision of the specification.</p>
<p><span id="more-290"></span>At the time of the release of the OpenGL 4 specification I was able to quickly deliver you a <a title="A brief preview of the new features introduced by OpenGL 3.3 and 4.0" href="http://rastergrid.com/blog/2010/03/a-brief-preview-of-the-new-features-introduced-by-opengl-3-3-and-4-0/">thorough presentation</a> of all the new features introduced by that revision of the specification. This time I am already quite late, however I hope that this article will still prove as value for lots of you, especially for those who haven&#8217;t had time in the recent past to dig into the details of the new API version.</p>
<p>OpenGL 4.1 is not as revolutionary and feature-rich as its predecessor, however the latest revision was well received by the community as it brought such core extensions to the API that the community was waiting for a long time now. The new revision of the specification was accompanied with the appearance of a couple of other ARB extensions that have not yet been included into core, however I will still talk about some of them as they indicate a slight shift in the force of influence of various vendors and representatives inside the <a title="About the OpenGL ARB &quot;Architecture Review Board&quot;" href="http://www.opengl.org/about/arb/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/about/arb/?referer=');">Architecture Review Board (ARB)</a>.</p>
<h2>New features of OpenGL 4.1</h2>
<p>Let&#8217;s start with the presentation of the new features arriving with the OpenGL 4.1 specification primarily targeting Shader Model 5.0 hardware. Here you will see a lot of harmonization features as well as community&#8217;s choice features that squarely intended to increase OpenGL development efficiency and feedom.</p>
<h3><a title="GL_ARB_ES2_compatibility" href="http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/ES2_compatibility.txt?referer=');">ARB_ES2_compatibility</a></h3>
<p>There have been for a long time rumors about the Khronos Group preparing a convergence between desktop OpenGL and OpenGL ES. This extension of the core specification clearly makes the first step towards this goal by providing an all-in-one specification pack that makes the desktop version of the specification downward compatible with ES. The extension adds support for features of OpenGL ES 2.0 that are missing from OpenGL 3+. According to the extension specification, enabling these features will ease the process of porting applications from OpenGL ES 2.0 to OpenGL.</p>
<p>More precisely, <a title="GL_ARB_ES2_compatibility" href="http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/ES2_compatibility.txt?referer=');">GL_ARB_ES2_compatibility</a> exposes not just all the functions and tokens that weren&#8217;t present in the desktop version of the specification but also completes it with all the semantics that were exclusively specified only in the embedded version. Just to mention few of these issues:</p>
<ul>
<li>Vertex data format is now extended with the possibility to use 16-bit fixed point values by exposing the GL_FIXED type identifier token.</li>
<li>Providing possibility to query the precision format used internally by shaders.</li>
<li>Enable the use of GLSL ES for writing shaders for desktop GL.</li>
</ul>
<p>While having this extension under the hood does not mean that we can simply pick our last game made for e.g. Symbian and just drop it on our PC, this extension may prove to be great value for GL ES developers migrating their software to desktop platforms.</p>
<h3><a title="GL_ARB_get_program_binary" href="http://www.opengl.org/registry/specs/ARB/get_program_binary.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/get_program_binary.txt?referer=');">ARB_get_program_binary</a></h3>
<p>This is one of the most waited additions to the core specification by the developer community. This extension introduces the possibility to acquire some sort of binary format of the compiled and linked shaders that can be later used to specify the program object directly with its binary code thus providing caching possibility to eliminate the need of compilation and linking next time the shader has to be used. This also makes it possible to create an offline GLSL compiler just using the OpenGL API itself.</p>
<p>Still, it has to be mentioned that having this feature in our hand does not necessarily mean that we can simply create our shader binaries offline and then distribute our software without the shader source itself as the binary formats supported by a particular implementation heavily depend on the hardware vendor as well as driver version. This is due to the fact that the shader binary most probably consists of instructions specially generated for the particular GPU-driver combo. The only way to relax this limitation would be to have some sort of cross-platform byte-code for shaders but that would in fact defeat most of the benefits of the extension on its own. Additionally, this extension does not provide any binary formats but leaves this to vendor specific extensions. It only exposes a common infrastructure for acquiring and loading program binaries.</p>
<p>While the usage of this extension does not completely eliminates the need for shader source compilation, it can limit the need for recompilation and relink to an installation time or first-run time compilation instead and use the stored binaries later. It also opens up room for SDK tools providing shader compilers with more aggressive optimization at their disposal being used offline. Such tools can truly be introduced as the specification explicitly mentions that run-time generated binaries by the GL should be interchangeable with those generated by offline SDK tools.</p>
<h3><a title="GL_ARB_separate_shader_objects" href="http://www.opengl.org/registry/specs/ARB/separate_shader_objects.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/separate_shader_objects.txt?referer=');">ARB_separate_shader_objects</a></h3>
<p>This is one another extension requested over several forums by the community. This feature has a longer history as it is actually based on the already existing and widely supported extension <a title="GL_EXT_separate_shader_objects" href="http://www.opengl.org/registry/specs/EXT/separate_shader_objects.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/EXT/separate_shader_objects.txt?referer=');">GL_EXT_separate_shader_objects</a> by NVIDIA. For those who are already familiar with the predecessor of this extension won&#8217;t really find too much new stuff reading the specification of the ARB version of the extension, however it is still a must to read for them as well as even though there aren&#8217;t too much semantic differences between the functionality of the two, the usage of them still differs quite a lot as the ARB version solved the design issues of its predecessor by introducing a new type of GL object that I will talk about just in a moment.</p>
<p>In a nutshell, this extension provides a way to create program objects using any variation of shaders and bind them together to the current rendering context. Previously there was no way to bind multiple program objects to the context as the program object was designed to be a container for all the shaders forming the rendering pipeline of the context. This was a design decision during the development of GLSL that, before this extension, made the connection between the varyings of subsequent shader stages using a name based binding. As name information is available for shaders latest in the link stage, shaders were tightly coupled meaning that a change in any shader stage code required the relinking of the complete program object.</p>
<p>This proved to be very unpleasant for OpenGL developers as usually every rendering engine has its own set of vertex and fragment shaders (maybe accompanied with other shader types) that are used in various combinations. As an example, let&#8217;s take two vertex shaders: a simple MVP matrix based transformation shader and a more complex one that also supports skeletal animation. Also let&#8217;s take two fragment shaders: one for diffuse material and one for reflective material. We can have several types of objects: static with diffuse material, static with reflective material, animated with diffuse material and animated with reflective material.</p>
<p>In traditional GLSL the vertex and fragment shaders are bound together at link time rather than at the time they are bound to the context, like it was in case of legacy shaders (<a title="GL_ARB_vertex_program" href="http://www.opengl.org/registry/specs/ARB/vertex_program.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/vertex_program.txt?referer=');">GL_ARB_vertex_program</a>, <a title="GL_ARB_fragment_program" href="http://www.opengl.org/registry/specs/ARB/fragment_program.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/fragment_program.txt?referer=');">GL_ARB_fragment_program</a> and others). This means that in order to be able to use any of the combinations of vertex and fragment shaders (and maybe some geometry and tesselation shaders as well) we end up with two possible solutions, both having their severe drawbacks:</p>
<p><strong><em>Link every combination of the shader objects</em></strong></p>
<p>While this sounds as a viable solution and is still used by most of the developers, it has several problems. First of all, it wastes resources as we now have several copies of the same piece of code and the number of combinations can be pretty high, especially if not just vertex and fragment shaders are in use. While this is already quite a reasonable issue with the solution, the biggest problem arises for the application developer when he or she has to maintain an individual set of uniform locations as well as binding points for vertex attributes, draw buffers and possibly transform feedback buffers. While the <a title="GL_ARB_explicit_attrib_location" href="http://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt?referer=');">GL_ARB_explicit_attrib_location</a> extension already eliminates the need for maintaining binding points for vertex attributes, this solution is still simply unacceptable.</p>
<p><strong><em>Link the program objects on an on-demand basis</em></strong></p>
<p>In case of this alternative we are said to link the shader objects only when they are actually needed. While this solution eliminates the need for a possibly huge number of program objects, it introduces a reasonable run-time performance hit due to the additional relink process needed. Additionally, this solution proves to be more inferior even compared to the previous one as the uniform locations are determined at link time so it makes no less headache to the application developer.</p>
<p>This is the rationale behind this extension and why it is included into the core specification. The extension relaxes the strict tightly coupled behavior of the GLSL and adopts a mix-and-match shader stage model allowing multiple different program objects to be bound at once each to an individual set of rendering pipeline stage independently of other stage bindings.</p>
<p>Due to the fact that from now program objects are not the top most containers for the code used currently by the rendering pipeline, the ARB decided to introduce a new container object called a &#8220;program pipeline object&#8221; that can contain a set of program objects bound to their very own set of shader stages. This is the main difference between the EXT and the ARB version of the extension. I think it was a good decision to introduce this new type of object and the associated semantics as I always thought that the EXT version of the extension doesn&#8217;t have a really good design as I&#8217;ve seen it kind of a hack to relax the limitations of GLSL. The program pipeline object idea is definitely superior and I hope that the GLSL does not have too much of such annoying design issues hidden within.</p>
<h3><a title="GL_ARB_shader_precision" href="http://www.opengl.org/registry/specs/ARB/shader_precision.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_precision.txt?referer=');">ARB_shader_precision</a></h3>
<p>This extension is much more a clarification to the existing specification rather than a new feature. It restricts more clearly the precision requirements of implementations of GLSL. According to the specification, the extension is meant to more precisely define the precision of arithmetic operations (addition, multiplication, etc.), transcendentals (log, exp, pow, etc.), when <a title="NaN - Wikipedia" href="http://en.wikipedia.org/wiki/NaN" target="_blank" onclick="pageTracker._trackPageview('/outgoing/en.wikipedia.org/wiki/NaN?referer=');">NaN</a>s (not-a-number) and INFs (infinites) will be accepted and generated and denorm flushing behavior. The precision of the rest of the operations, including trigonometric operations are not addressed by the extension. For further details, please refer to the extension specification.</p>
<h3><a title="GL_ARB_vertex_attrib_64bit" href="http://www.opengl.org/registry/specs/ARB/vertex_attrib_64bit.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/vertex_attrib_64bit.txt?referer=');">ARB_vertex_attrib_64bit</a></h3>
<p>This extension trivially introduces 64-bit floating-point types into the list of supported vertex attribute component types. Nominally OpenGL did support this already from the very early stages of its history, however in practice only the latest generation of hardware does really accept vertex attributes in double precision floating-point type. While OpenGL 4 already introduced support for 64-bit floating-point values in GLSL and most of the shaders&#8217; environment, vertex attributes gained the 64-bit precision only with this new extension.</p>
<p>This new feature makes it possible to use high precision for positioning data and other attributes of our geometries. While this sounds pretty awesome and it is actually, still for game developers and other real-time graphics users this shouldn&#8217;t mean that they should quickly switch to the new precision only in such cases when the precision requirements of the application really need it as using 64-bit floating-point values for vertex attributes does not just double the memory consumption but also involves a serious hit on performance due to bandwidth limitations and vertex attributes of this type may count double against the implementation-dependent limit on the number of vertex shader attribute vectors.</p>
<h3><a title="GL_ARB_viewport_array" href="http://www.opengl.org/registry/specs/ARB/viewport_array.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/viewport_array.txt?referer=');">ARB_viewport_array</a></h3>
<p>Previously, the configuration of the viewport, aka the transformation that generates the screen space coordinates based on the incoming view space coordinates of the vertices, was a global configuration that had effect on all draw commands meaning that in order to draw a primitive into multiple viewports the OpenGL viewport had to be changed between several draw calls. While previously this limitation wasn&#8217;t really an issue, due to the introduction of geometry shaders the possibility to amplify geometry and produce multiple output primitives for each primitive input justifies the need of several separately configurable viewports. Why? Because even though one was able to render the output primitives into separate render targets, they still shared the same global viewport.</p>
<p>This extension enhances OpenGL by providing a mechanism to specify multiple viewports and a new ability for the geometry shader being able to select the used viewport on a per-primitive basis. This does not just mean that separate viewports can be used for separate render targets but also enables to use multiple viewports to render to the same render target.</p>
<p>Additionally, the introduction of a viewport array means that we&#8217;re gonna have separate scissor rectangle for each viewport in the array as well. This can come handy for deferred shading based renderers that often use the scissor rectangle to limit the number of pixels to be accessed in case of rendering the effect of a light source. Having multiple scissors means that we have to change state less often, thus batching is much less an issue even in case of heavy scissor rectangle usage.</p>
<p>Finally, the new viewport specification commands accept floating point values thus providing additional flexibility to the application developer to define their very own pixel center conventions.</p>
<p>I&#8217;m pretty unsure whether this feature depends on any Shader Model 5.0 hardware, maybe others are more aware of this. Anyway, I wouldn&#8217;t be surprised if this extension will be supported by a much larger range of graphics cards than just pure SM5 GPUs. Actually this is true for many other extensions introduced by OpenGL 4.1 but let&#8217;s not guess but wait for the upcoming drivers to see whether I&#8217;m right or wrong.</p>
<h2>Some other interesting extensions</h2>
<p>So far I presented the new features of the latest revision of the OpenGL specification. While this was the main topic of this article, at about the same time the specification was published, a lot of other ARB extensions just appeared in the <a title="OpenGL Extension Registry" href="http://www.opengl.org/registry/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/?referer=');">registry</a>. While these extensions are not yet included into core and I cannot know whether they will be ever included, I would like to talk about some of them as it made me get to an interesting conclusion.</p>
<h3><a title="GL_ARB_shader_stencil_export" href="http://www.opengl.org/registry/specs/ARB/shader_stencil_export.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/shader_stencil_export.txt?referer=');">ARB_shader_stencil_export</a></h3>
<p>The stencil test is a powerful mechanism of OpenGL to selectively discard fragments based on the content of the stencil buffer that is used in a wide variety of rendering techniques including shadow volumes and deferred shading. However, the whole configuration of the stencil test and stencil operations is completely fixed function that is limited to operations such as incrementing, decrementing the existing value, or replacing the existing value in the stencil buffer with a fixed reference value.</p>
<p>This extension provides some programmability to the fixed function stencil operations by enabling the fragment shader to output a stencil reference value on a per-fragment basis. When stencil testing is enabled, this allows the test to be performed against the value generated in the shader. Also, when the stencil operation is set to GL_REPLACE, this allows a value generated in the shader to be written to the stencil buffer directly.</p>
<p>This opens up a lot of possibilities, however, I need to think much more about it as the best use cases of this feature are pretty much not basic ones. Obviously, by using the stencil reference value export inside a fragment shader disables early stencil test in the same style as exporting an new depth value from within a fragment shader disables early depth test.</p>
<h3><a title="GL_ARB_debug_output" href="http://www.opengl.org/registry/specs/ARB/debug_output.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/debug_output.txt?referer=');">ARB_debug_output</a></h3>
<p>This extension allows OpenGL to notify the application when various events occur that can come handy during application development and debugging. These events include errors, usage of deprecated functionalities, using configuration that results in undefined behavior, portability or performance issues. The application is notified about these events using a callback function that is defined by passing a function pointer to the appropriate OpenGL command.</p>
<p>While this extension provides a callback mechanism only for debugging purposes, the most revolutionary thing by having such an ARB extension is that this is the first official appearance of a feature that supports callbacks to the application code. Most probably not I&#8217;m the only person who would like to see a lot of other callbacks in the future included in the OpenGL API as we can benefit from it by getting notification about e.g. the completion of various asynchronous commands issued previously. This does not just provide a lot of flexibility but may also help in optimizing the rendering code based on the additional information previously available only if we use polling.</p>
<h3>Why these extensions are so interesting?</h3>
<p>The two extensions presented above already great value on their own but this isn&#8217;t why I mentioned them. The reason why I found these extensions so interesting as they are both obviously based on some vendor specific extensions released in the recent past by AMD, namely <a title="GL_AMD_shader_stencil_export" href="http://www.opengl.org/registry/specs/AMD/shader_stencil_export.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/shader_stencil_export.txt?referer=');">GL_AMD_shader_stencil_export</a> and <a title="GL_AMD_debug_output" href="http://www.opengl.org/registry/specs/AMD/debug_output.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/AMD/debug_output.txt?referer=');">GL_AMD_debug_output</a>. This conspicuously reveals that AMD has serious plans with their OpenGL support and this is something that a lot of those crazy folks waited for, who develop OpenGL stuff using ATI cards like me.</p>
<p>I think this also means that the NVIDIA monopoly in the ARB is over and this results in concurency and competition from what OpenGL and its community will definitely benefit in the long run.</p>
<h2>Conclusion</h2>
<p>The article ran out of control again, like the one I wrote about the previous release of the specification. Again, hope there are at least a few of you who kept up reading and finally got to this last chapter of the article. We can again quote the always recurring question of the community:</p>
<blockquote><p>Where is direct state access?</p>
</blockquote>
<p>Well, it is still not here, however, finally AMD has finished implementing it as well and published it finally. They have been working on it for quite some time but it became officially public only with Catalyst 10.7. Haven&#8217;t used it so far so maybe plenty of hidden bugs are still in it but at least they have it. This is one another thing that strengthens my prognostication that AMD committed itself for support OpenGL as previously they barely added support for any other extensions beside core features.</p>
<p>Back to the topic of the OpenGL 4.1 specification, while it is not as revolutionary as we got used to after reading the previous update, OpenGL is still on track and this is thanks to the Khronos Group and obviously to the great community. If OpenGL will get its iterative evolution in this pace like we&#8217;ve seen in the last two years, Microsoft will have a difficult time to keep up.</p>
<p>Thanks for reading this not-so-short article!</p>

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		<title>Instance Cloud Reduction reloaded</title>
		<link>http://rastergrid.com/blog/2010/06/instance-cloud-reduction-reloaded/</link>
		<comments>http://rastergrid.com/blog/2010/06/instance-cloud-reduction-reloaded/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 19:36:38 +0000</pubDate>
		<dc:creator>Daniel Rákos</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Samples]]></category>
		<category><![CDATA[attribute divisor]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[culling]]></category>
		<category><![CDATA[geometry instancing]]></category>
		<category><![CDATA[geometry shader]]></category>
		<category><![CDATA[GLEW]]></category>
		<category><![CDATA[GLM]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[instanced array]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[SFML]]></category>
		<category><![CDATA[texture buffer]]></category>
		<category><![CDATA[transform feedback]]></category>
		<category><![CDATA[uniform buffer]]></category>
		<category><![CDATA[vertex buffer]]></category>
		<category><![CDATA[vertex shader]]></category>

		<guid isPermaLink="false">http://rastergrid.com/blog/?p=251</guid>
		<description><![CDATA[A few months ago I&#8217;ve presented an object culling mechanism that I&#8217;ve named Instance Cloud Reduction (ICR) in the article Instance culling using geometry shaders. The technique targets the first generation of OpenGL 3 capable cards and takes advantage of geometry shaders&#8217; capability to reduce the emitted geometry amount in order to get to a]]></description>
			<content:encoded><![CDATA[
<div class="topsy_widget_data topsy_theme_light-green" style="float: right;margin-left: 0.75em; background: url(data:,%7B%20%22url%22%3A%20%22http%253A%252F%252Frastergrid.com%252Fblog%252F2010%252F06%252Finstance-cloud-reduction-reloaded%252F%22%2C%20%22shorturl%22%3A%20%22http%3A%2F%2Fbit.ly%2Fc2unzx%22%2C%20%22style%22%3A%20%22big%22%2C%20%22title%22%3A%20%22Instance%20Cloud%20Reduction%20reloaded%22%20%7D);"></div>
<div class="wp-caption alignleft" style="width: 160px"><img src="http://rastergrid.com/blog/wp-content/uploads/2010/02/Nature-2010-02-08-20-20-36-24-150x150.png" alt="" width="150" height="150" /><p class="wp-caption-text">OpenGL 3.3 - Nature</p></div>
<p>A few months ago I&#8217;ve presented an object culling mechanism that I&#8217;ve named Instance Cloud Reduction (ICR) in the article <a title="Instance culling using geometry shaders" href="http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/">Instance culling using geometry shaders</a>. The technique targets the first generation of OpenGL 3 capable cards and takes advantage of geometry shaders&#8217; capability to reduce the emitted geometry amount in order to get to a fully GPU accelerated algorithm that performs view frustum culling on instanced geometry without the need of OpenCL or any other GPU compute API. After the culling step the reduced set of instance data is fed to the drawing pass in the form of a texture buffers. In this article I will present an improved version of the algorithm that exploits the use of instanced arrays introduced lately in OpenGL 3.3 to further optimize it.</p>
<p><span id="more-251"></span>Lets recap the basics of the algorithm before I present the improved technique. The geometry shaders have a very nice feature that they cannot just emit a modified version of the input geometry but can also alter the number of emitted primitives compared to the number of received ones. This is a both-way ability what means that we cannot just increase but also decrease the number of primitives. That is what the technique takes advantage.</p>
<p>In the first pass we feed a simple vertex shader &#8211; geometry shader pair with the instance data of the geometries as they&#8217;ve been the data of point primitives. The vertex shader then checks whether the actual instance is inside the view frustum or not and sends the result to the geometry shader. If the result is yes then the geometry shader outputs the instance data otherwise discards it. The primitives emitted by the geometry shaders are captured then using transform feedback into a buffer object. Also a query object is needed in order to be able to get the amount of instances that passed the view frustum culling. In the drawing pass we use the result of the query to decide how many instances we have to draw and the captured feedback buffer is used as instance data.</p>
<div class="wp-caption aligncenter" style="width: 660px"><img src="http://rastergrid.com/blog/wp-content/uploads/2010/02/icr_combined.png" alt="" width="650" height="347" /><p class="wp-caption-text">Instance Cloud Reduction - Combined view of Pass 1 + Pass 2</p></div>
<p>This is a very brief description of the culling mechanism so for a complete specification please read the <a title="Instance culling using geometry shaders" href="http://rastergrid.com/blog/2010/02/instance-culling-using-geometry-shaders/">original article</a>.</p>
<h3>Motivation</h3>
<p>While Instance Cloud Reduction is a quite robust technique that can severely simplify and speed up the rendering of high amount of instanced geometry its performance is also limited due to some hardware and API restrictions. The most important ones are the following:</p>
<ul>
<li>Needs an extra rendering pass to perform the culling.</li>
<li>Requires the usage of asynchronous queries to determine the number of visible instances.</li>
<li>Uses texture fetching in the vertex shader of the actual drawing pass.</li>
</ul>
<p>The first mentioned drawback means that more draw commands are required that use the output of the first pass as input. This and the second disadvantage may cause stalls due to the fact that the CPU has to wait for the data to be ready before issuing the second pass thus the GPU is not used effectively.</p>
<p>What this improvement tries to solve is the third problem. Texture fetching itself is quite fast in the latest generation of hardware, however it causes some slowdowns anyway due to the latency introduced by texture fetches even though GPUs use some latency hiding techniques.</p>
<p>Instanced arrays provide us a way to replace texture fetching with vertex fetching that is usually done by different hardware element that works synchronously with the execution of vertex shaders. I&#8217;ve expected quite a reasonable speedup by taking advantage of instanced arrays, however we will see that actual results were far from my initial expectations.</p>
<h3>Implementation</h3>
<p>Traditional vertex fetching happens in a way that one element is fetched from each enabled input attribute buffer and the vertex shader is issued with these values. One element in a vertex attribute buffer can mean up to four floating point or integer values and for each execution of the vertex shader one set of these elements is used. There is an internal counter that is increased after each fetch and the next vertex attribute fetch will use this counter as an index into the buffer object.</p>
<p>While this mechanism is satisfactory for the most attributes of a vertex, it is not practical for instance data as such data belongs to an instance rather than a vertex. In order to source instance data from vertex attributes in case of traditional vertex fetching, high amount of redundant storage is required in order to get the same information for all the vertices belonging to a particular instance. This is not just waste of memory but also waste of bandwidth and it also defeats the goal of Instance Cloud Reduction.</p>
<p>Compared to traditional vertex fetching, instanced arrays provide a way to increase the internal counter used as the index into the vertex attribute buffer in a different way, in particular one can set the frequency of increase using a vertex attribute divisor that specifies after how many instances the counter shall be increased. This is a per-attribute property and by setting it to one we end up with exactly what we need: one vertex fetch per instance.</p>
<p>This means that actually we need just a very minor change compared to the original technique, more precisely we replace our texture buffer with a vertex attribute buffer that has a divisor of one and use it as the source of instance data in the vertex shader of the drawing pass.</p>
<h3>Execution results</h3>
<p>As we are not talking about a new technique but just an optimized implementation of the same method, the best way to evaluate it is by comparing the performance of the new version with the original one.</p>
<p>As I&#8217;ve mentioned earlier, I expected a reasonable performance increase by replacing texture fetches with vertex fetches, in practice the difference was not so significant. However, the performance difference between the two implementation can heavily depend on the underlying hardware implementation so various cards from various vendors and GPU generations can show more diverging behavior. In fact even driver versions may have an effect on the results.</p>
<div class="wp-caption aligncenter" style="width: 620px"><img class="  " src="http://rastergrid.com/blog/wp-content/uploads/2010/06/comparison.png" alt="" width="610" height="139" /><p class="wp-caption-text">Performance comparison of the old implementation and the presented one on an AMD Radeon HD5770. Scale is in frames per second (higher value is better).</p></div>
<p>Due to lack of hardware to use for testing, I&#8217;ve checked only with one card, namely a Radeon HD5770 with Catalyst 10.6 drivers. I noticed roughly a 10% speedup as the the new version of the Nature demo showed 100 FPS compared to the 90 FPS observed with the old implementation.</p>
<p>Even though this was not exactly the outcome I&#8217;ve expected from the new implementation, maybe the assumption is still valid for older generation of GPUs or for NVIDIA cards. I suspect so because for Shader Model 4.0 cards the hardware implementation of the texture fetching unit and the vertex fetching unit was most probably more differentiated than that of the latest GPUs. Also my guess is that on NVIDIA cards the difference is maybe higher as the vertex fetching hardware in SM 4.0 GeForce cards is less flexible than that of AMD&#8217;s taking in consideration that the first HD series Radeons already had some form of tessellation functionality that requires more freedom from the vertex pushing hardware.</p>
<p>In order to get a better picture about how effective the presented optimization is, I would like to ask all the visitors of this post to try the two releases and send me feedback about it.</p>
<h3>Conclusion</h3>
<p>We&#8217;ve seen that how easy it was to take advantage of instanced arrays in an existing implementation of the ICR technique and how does it perform on the latest generation of GPUs compared to the previous version. While this small addition provides some benefits, it also comes at a cost and we have to talk about that as well.</p>
<p><strong>Advantages:</strong></p>
<ul>
<li>Eliminates the need for texture fetching in the vertex shader thus improving performance.</li>
<li>Does not compromise the goal and the implementation architecture of the original method.</li>
<li>Frees up one texture unit that was previously reserved for the texture buffer containing the instance data.</li>
</ul>
<p><strong>Disadvantages:</strong></p>
<ul>
<li>Requires OpenGL 3.3 or the <a title="GL_ARB_instanced_arrays" href="http://www.opengl.org/registry/specs/ARB/instanced_arrays.txt" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opengl.org/registry/specs/ARB/instanced_arrays.txt?referer=');">GL_ARB_instanced_arrays</a> extension in addition to the OpenGL 3.2 features.</li>
<li>We have to possibly sacrifice multiple vertex input attributes to feed the instance data to the shaders.</li>
</ul>
<p>Most of the mentioned benefits and drawbacks are self-explanatory, however I would like to say a few words about the last mentioned one&#8230;</p>
<p>For the purpose of showcase I used a simple translation factor as instance data that means a single vector of floats. In real life situation one may need more complex transformation data that can only be stored in the matrix. While in the demo the feeding of instance data consumed only one vertex attribute slot, in case of a full transformation matrix it would require four of them (not to mention other possible instance attributes). As the maximum number of input attributes is severely limited, usually to 16, the application of the optimization is restricted to situations when all the vertex and instance attributes fit into this limit.</p>
<p>In case of the original implementation, where a texture buffer was used as input, this did not cause any problem as the vertex shader is free to fetch any number of texels from that (still, performance can be a concern in this case). In order to help situations when input attribute slots are at a premium, in real life scenarios it is recommended to use quaternions instead of transformation matrices as they consume two times less attribute resources. Actually this can be a general recommendation as using quaternions decreases the bandwidth requirements of the instance data fetch thus increasing performance even in situations when there are enough input attribute slots available.</p>
<p>In order to ease the performance comparison for you, you can find download links for both versions of the Nature demo.</p>
<h3>Old version binary release</h3>
<p><strong>Platform:</strong> Windows<br />
<strong>Dependency:</strong> OpenGL 3.2 capable graphics driver<br />
<strong>Download link:</strong> <a href="http://rastergrid.com/blog/wp-content/uploads/2010/06/nature12_win32.zip">nature12_win32.zip (3.58MB)</a><br />
<strong>Comments:</strong> This version does <strong>NOT </strong>include the optimization presented in this article.</p>
<h3>Old version source code</h3>
<p><strong>Language: <span style="font-weight: normal;">C++</span><br />
Platform:</strong> cross-platform<br />
<strong>Dependency:</strong> GLEW, SFML, GLM<br />
<strong>Download link:</strong> <a href="http://rastergrid.com/blog/wp-content/uploads/2010/06/nature12_src.zip">nature12_src.zip (12.6KB)</a><br />
<strong>Comments:</strong> This version does <strong>NOT </strong>include the optimization presented in this article.</p>
<h3>New version binary release</h3>
<p><strong>Platform:</strong> Windows<br />
<strong>Dependency:</strong> OpenGL 3.3 capable graphics driver<br />
<strong>Download link:</strong> <a href="http://rastergrid.com/blog/wp-content/uploads/2010/06/nature20_win32.zip">nature20_win32.zip (3.58MB)</a><br />
<strong>Comments:</strong> This version includes the optimization presented in this article.</p>
<h3>New version source code</h3>
<p><strong>Language:</strong> C++<br />
<strong>Platform:</strong> cross-platform<br />
<strong>Dependency:</strong> GLEW, SFML, GLM<br />
<strong>Download link:</strong> <a href="http://rastergrid.com/blog/wp-content/uploads/2010/06/nature20_src.zip">nature20_src.zip (12.8KB)</a><br />
<strong>Comments:</strong> This version includes the optimization presented in this article.</p>

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