Design
Development
OpenGL is no longer in active development: whereas between 2001 and 2014 OpenGL specification was updated mostly on a yearly basis, with two releases (3.1 and 3.2) taking place in 2009 and three (3.3, 4.0 and 4.1) in 2010, the latest OpenGL specification 4.6 was released in 2017 after a three-year break and was limited to inclusion of eleven existing ARB and EXT extensions into the core profile. Active development of OpenGL was dropped in favor of Vulkan API released in 2016 and codenamed glNext during initial development. In 2017, Khronos Group announced that OpenGL ES will not have new versions and has since concentrated on development of Vulkan and other technologies. As a result, certain capabilities offered by modern GPUs, e.g. ray tracing, are not supported by OpenGL. New versions of the OpenGL specifications are released by the Khronos Group, each of which extends the API to support various new features. The details of each version are decided by consensus between the Group's members, including graphics card manufacturers, operating system designers, and general technology companies such as Mozilla andGL_NV_half_float
, the constant GL_HALF_FLOAT_NV
, and the function glVertex2hNV()
. If multiple vendors agree to implement the same functionality using the same API, a shared extension may be released, using the identifier EXT. In such cases, it could also happen that the Khronos Group's Architecture Review Board gives the extension their explicit approval, in which case the identifier ARB is used.
The features introduced by each new version of OpenGL are typically formed from the combined features of several widely implemented extensions, especially extensions of type ARB or EXT.
Documentation
The OpenGL Architecture Review Board released a series of manuals along with the specification which have been updated to track changes in the API. These are commonly referred to by the colors of their covers: ;The Red Book :OpenGL Programming Guide, 9th Edition. :The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V ;The Orange Book :OpenGL Shading Language, 3rd edition. :A tutorial and reference book for GLSL. Historic books (pre-OpenGL 2.0): ;The Green Book :OpenGL Programming for the X Window System. :A book about X11 interfacing and OpenGL Utility Toolkit (GLUT). ;The Blue Book :OpenGL Reference manual, 4th edition. :Essentially a hard-copy printout of theAssociated libraries
The earliest versions of OpenGL were released with a companion library called the OpenGL Utility Library (GLU). It provided simple, useful features which were unlikely to be supported in contemporary hardware, such as tessellating, and generating mipmaps and primitive shapes. The GLU specification was last updated in 1998 and depends on OpenGL features which are now deprecated.Context and window toolkits
Given that creating an OpenGL context is quite a complex process, and given that it varies betweenExtension loading libraries
Given the high workload involved in identifying and loading OpenGL extensions, a few libraries have been designed which load all available extensions and functions automatically. Examples include OpenGL Easy Extension library (GLEE), OpenGL Extension Wrangler Library (GLEW) and glbinding. Extensions are also loaded automatically by most language bindings, such as JOGL and PyOpenGL.Implementations
History
In the 1980s, developing software that could function with a wide range of graphics hardware was a real challenge. Software developers wrote custom interfaces and drivers for each piece of hardware. This was expensive and resulted in multiplication of effort. By the early 1990s, Silicon Graphics (SGI) was a leader in 3D graphics for workstations. Their IRIS GL API became the industry standard, used more widely than the open standards-based PHIGS. This was because IRIS GL was considered easier to use, and because it supported immediate mode rendering. By contrast, PHIGS was considered difficult to use and outdated in functionality. SGI's competitors (including Sun Microsystems, Hewlett-Packard and IBM) were also able to bring to market 3D hardware supported by extensions made to the PHIGS standard, which pressured SGI to open source a version of IRIS GL as a public standard called OpenGL. However, SGI had many customers for whom the change from IRIS GL to OpenGL would demand significant investment. Moreover, IRIS GL had API functions that were irrelevant to 3D graphics. For example, it included a windowing, keyboard and mouse API, in part because it was developed before theVersion history
The first version of OpenGL, version 1.0, was released on June 30, 1992, by Mark Segal and Kurt Akeley. Since then, OpenGL has occasionally been extended by releasing a new version of the specification. Such releases define a baseline set of features which all conforming graphics cards must support, and against which new extensions can more easily be written. Each new version of OpenGL tends to incorporate several extensions which have widespread support among graphics-card vendors, although the details of those extensions may be changed.OpenGL 2.0
''Release date'': September 7, 2004 OpenGL 2.0 was originally conceived by 3Dlabs to address concerns that OpenGL was stagnating and lacked a strong direction. 3Dlabs proposed a number of major additions to the standard. Most of these were, at the time, rejected by the ARB or otherwise never came to fruition in the form that 3Dlabs proposed. However, their proposal for a C-style shading language was eventually completed, resulting in the current formulation of the OpenGL Shading Language ( GLSL or GLslang). Like the assembly-like shading languages it was replacing, it allowed replacing the fixed-function vertex and fragment pipe with shaders, though this time written in a C-like high-level language. The design of GLSL was notable for making relatively few concessions to the limits of the hardware then available. This harked back to the earlier tradition of OpenGL setting an ambitious, forward-looking target for 3D accelerators rather than merely tracking the state of currently available hardware. The final OpenGL 2.0 specification includes support for GLSL.Longs Peak and OpenGL 3.0
Before the release of OpenGL 3.0, the new revision had the codename Longs Peak. At the time of its original announcement, Longs Peak was presented as the first major API revision in OpenGL's lifetime. It consisted of an overhaul to the way that OpenGL works, calling for fundamental changes to the API. The draft introduced a change to object management. The GL 2.1 object model was built upon the state-based design of OpenGL. That is, to modify an object or to use it, one needs to bind the object to the state system, then make modifications to the state or perform function calls that use the bound object. Because of OpenGL's use of a state system, objects must be mutable. That is, the basic structure of an object can change at any time, even if the rendering pipeline is asynchronously using that object. A texture object can be redefined from 2D to 3D. This requires any OpenGL implementations to add a degree of complexity to internal object management. Under the Longs Peak API, object creation would become atomic, using templates to define the properties of an object which would be created with one function call. The object could then be used immediately across multiple threads. Objects would also be immutable; however, they could have their contents changed and updated. For example, a texture could change its image, but its size and format could not be changed. To support backwards compatibility, the old state based API would still be available, but no new functionality would be exposed via the old API in later versions of OpenGL. This would have allowed legacy code bases, such as the majority of CAD products, to continue to run while other software could be written against or ported to the new API. Longs Peak was initially due to be finalized in September 2007 under the name OpenGL 3.0, but the Khronos Group announced on October 30 that it had run into several issues that it wished to address before releasing the specification. As a result, the spec was delayed, and the Khronos Group went into a media blackout until the release of the final OpenGL 3.0 spec. The final specification proved far less revolutionary than the Longs Peak proposal. Instead of removing all immediate mode and fixed functionality (non-shader mode), the spec included them as deprecated features. The proposed object model was not included, and no plans have been announced to include it in any future revisions. As a result, the API remained largely the same with a few existing extensions being promoted to core functionality. Among some developer groups this decision caused something of an uproar, with many developers professing that they would switch to DirectX in protest. Most complaints revolved around the lack of communication by Khronos to the development community and multiple features being discarded that were viewed favorably by many. Other frustrations included the requirement of DirectX 10 level hardware to use OpenGL 3.0 and the absence of geometry shaders and instanced rendering as core features. Other sources reported that the community reaction was not quite as severe as originally presented, with many vendors showing support for the update.OpenGL 3.0
''Release date'': August 11, 2008 OpenGL 3.0 introduced a deprecation mechanism to simplify future revisions of the API. Certain features, marked as deprecated, could be completely disabled by requesting a ''forward-compatible context'' from the windowing system. OpenGL 3.0 features could still be accessed alongside these deprecated features, however, by requesting a ''full context''. Deprecated features include: *All fixed-function vertex and fragment processing *Direct-mode rendering, using glBegin and glEnd *Display lists *Indexed-color rendering targets * OpenGL Shading Language versions 1.10 and 1.20OpenGL 3.1
''Release date'': March 24, 2009 OpenGL 3.1 fully removed all of the features which were deprecated in version 3.0, with the exception of wide lines. From this version onwards, it's not possible to access new features using a ''full context'', or to access deprecated features using a ''forward-compatible context''. An exception to the former rule is made if the implementation supports thOpenGL 3.2
''Release date'': August 3, 2009 OpenGL 3.2 further built on the deprecation mechanisms introduced by OpenGL 3.0, by dividing the specification into a ''core profile'' and ''compatibility profile''. Compatibility contexts include the previously-removed fixed-function APIs, equivalent to the ARB_compatibility extension released alongside OpenGL 3.1, while core contexts do not. OpenGL 3.2 also included an upgrade to GLSL version 1.50.OpenGL 3.3
''Release date:'' March 11, 2010 Mesa supports software Driver SWR, softpipe and for older Nvidia cards with NV50.OpenGL 4.0
''Release date'': March 11, 2010 OpenGL 4.0 was released alongside version 3.3. It was designed for hardware able to support Direct3D 11. As in OpenGL 3.0, this version of OpenGL contains a high number of fairly inconsequential extensions, designed to thoroughly expose the abilities of Direct3D 11-class hardware. Only the most influential extensions are listed below. Hardware support: Nvidia GeForce 400 series and newer, AMD Radeon HD 5000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel HD Graphics in Intel Ivy Bridge processors and newer.OpenGL 4.1
''Release date'': July 26, 2010 Hardware support: Nvidia GeForce 400 series and newer, AMD Radeon HD 5000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel HD Graphics in Intel Ivy Bridge processors and newer. * Minimum "maximum texture size" is 16,384 × 16,384 for GPU's implementing this specification.OpenGL 4.2
''Release date:'' August 8, 2011 * Support for shaders with atomic counters and load-store-atomic read-modify-write operations to one level of a texture * Drawing multiple instances of data captured from GPU vertex processing (including tessellation), to enable complex objects to be efficiently repositioned and replicated * Support for modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements Hardware support: Nvidia GeForce 400 series and newer, AMD Radeon HD 5000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), and Intel HD Graphics in Intel Haswell processors and newer. (Linux Mesa: Ivy Bridge and newer)OpenGL 4.3
''Release date:'' August 6, 2012 * Compute shaders leveraging GPU parallelism within the context of the graphics pipeline * Shader storage buffer objects, allowing shaders to read and write buffer objects like image load/store from 4.2, but through the language rather than function calls. * Image format parameter queries * ETC2/EAC texture compression as a standard feature * Full compatibility with OpenGL ES 3.0 APIs * Debug abilities to receive debugging messages during application development * Texture views to interpret textures in different ways without data replication * Increased memory security and multi-application robustness Hardware support: AMD Radeon HD 5000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel HD Graphics in Intel Haswell processors and newer. (Linux Mesa: Ivy Bridge without stencil texturing, Haswell and newer), Nvidia GeForce 400 series and newer. VIRGL Emulation for virtual machines supports 4.3+ with Mesa 20.OpenGL 4.4
''Release date:'' July 22, 2013 * Enforced buffer object usage controls * Asynchronous queries into buffer objects * Expression of more layout controls of interface variables in shaders * Efficient binding of multiple objects simultaneously Hardware support: AMD Radeon HD 5000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel HD Graphics in Intel Broadwell processors and newer (Linux Mesa: Haswell and newer), Nvidia GeForce 400 series and newer, Tegra K1.OpenGL 4.5
''Release date:'' August 11, 2014 * Direct State Access (DSA) – object accessors enable state to be queried and modified without binding objects to contexts, for increased application and middleware efficiency and flexibility. * Flush Control – applications can control flushing of pending commands before context switching – enabling high-performance multithreaded applications; * Robustness – providing a secure platform for applications such as WebGL browsers, including preventing a GPU reset affecting any other running applications; * OpenGL ES 3.1 API and shader compatibility – to enable the easy development and execution of the latest OpenGL ES applications on desktop systems. Hardware support: AMD Radeon HD 5000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel HD Graphics in Intel Broadwell processors and newer (Linux Mesa: Haswell and newer), Nvidia GeForce 400 series and newer, Tegra K1, and Tegra X1.OpenGL 4.6
''Release date:'' July 31, 2017 * more efficient, GPU-sided, geometry processing * more efficient shader execution ( ) * more information through statistics, overflow query and counters * higher performance through no error handling contexts * clamping of polygon offset function, solves a shadow rendering problem * SPIR-V shaders * Improved anisotropic filtering Hardware support: AMD Radeon HD 7000 Series and newer (FP64 shaders implemented by emulation on some TeraScale GPUs), Intel Haswell and newer, Nvidia GeForce 400 series and newer. Driver support: * Mesa 19.2 onAlternative implementations
Apple deprecated OpenGL in iOS 12 and macOS 10.14 Mojave in favor ofThe future of OpenGL
In June 2018, Apple Inc, Apple deprecated OpenGL APIs on all of their platforms ( iOS, macOS and tvOS), strongly encouraging developers to use their proprietary Metal (API), Metal API, which was introduced in 2014. Google Stadia, Stadia and the GoogleVulkan
Vulkan, formerly named the "Next Generation OpenGL Initiative" (glNext), is a grounds-up redesign effort to unify OpenGL and OpenGL ES into one common API that will not be backwards compatible with existing OpenGL versions. The initial version of Vulkan API was released on February 16, 2016.See also
* ARB assembly language – OpenGL's legacy low-level shading language * Comparison of OpenGL and Direct3D * Direct3D – main competitor of OpenGL * Glide (API) – a graphics API once used on 3dfx Voodoo cards * List of OpenGL applications * Metal (API) – a graphics API for iOS, macOS, tvOS, watchOS * OpenAL – cross-platform audio library, designed to resemble OpenGL * OpenGL ES – OpenGL for embedded systems * OpenSL ES – API for audio on embedded systems, developed by the Khronos Group * OpenVG – API for accelerated 2D graphics, developed by the Khronos Group * RenderMan Interface Specification (RISpec) – Pixar's open API for photorealistic off-line rendering * VOGL – a debugger for OpenGL * Vulkan (API), Vulkan – low-overhead, cross-platform 2D and 3D graphics API, the "next generation OpenGL initiative" * Graphics pipeline * WebGPUReferences
Further reading
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