The Khronos Group - 媒体创作与加速

Khronos Group 是由其成员所提供之基金支持的行业协会,专注于创立开放标准,免授权费的移动设备接口程序API, 用以实现多样化平台及设备上的高质量动态多媒体创作和加速。所有的Khronos工作组成员均可为Khronos API规范的制定贡献其力量,均可在相关标准公开部署前拥有各个发展阶段的表决权,更可通过及早接触相关标准草案及顺应性测试加速其先进的3D平台及相关应用程序的发布。

OpenGL - The Industry's Foundation for High Performance Graphics

OpenGL® is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms. It is window-system and operating-system independent as well as network-transparent. OpenGL enables developers of software for PC, workstation, and supercomputing hardware to create high-performance, visually compelling graphics software applications, in markets such as CAD, content creation, energy, entertainment, game development, manufacturing, medical, and virtual reality. OpenGL exposes all the features of the latest graphics hardware.

OpenGL 4.2 at a glance

The OpenGL 4.2 and OpenGL Shading Language 4.20 Specifications were released on August 8, 2011.

OpenGL 4.2 continues support for both the Core and Compatibility profiles first introduced with OpenGL 3.2, enabling developers to use a streamlined API or retain backwards compatibility for existing OpenGL code, depending on their market needs, as well as continued compatibility with OpenGL ES 2.0 for easier porting between mobile and desktop platforms

New features of OpenGL 4.2 include:

  • Enabling shaders with atomic counters and load/store/atomic read-modify-write operations to a single level of a texture. These capabilities can be combined, for example, to maintain a counter at each pixel in a buffer object for single-rendering-pass order-independent transparency.
  • Capturing GPU-tessellated geometry and drawing multiple instances of the result of a transform feedback to enable complex objects to be efficiently repositioned and replicated.
  • Modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements.
  • Packing multiple 8 and 16 bit values into a single 32-bit value for efficient shader processing with significantly reduced memory storage and bandwidth, especially useful when transferring data between shader stages.

The new features are also available individually as ARB extensions, making it possible to support them selectively on pre-OpenGL 4.2 implementations.

API & GLSL specifications

Additional Links

Specifications and documentation for the OpenGL API and OpenGL Shading Language, as well as related APIs such as GLX, are available from OpenGL.org: