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OpenGL ES 3.0
Mindos at HsinChu Coders
New Ground for Personal
Devices
x86
Windows
DirectX
OpenGL
ARM
Linux / BSD
OpenGL ES
New Ground for Personal Devices
New Generation
We learned from the past and get rid of legacy
interfaces.
ARM
Linux
BSD
OpenGL ES
ARM
Linux
BSD
OpenGL ES
What is OpenGL ES?
OpenGL for Embedded Systems
Where can be found?
iPhone
iPad
Android
SmartTV
Android Game Console
OUYA, Shield, ......
Also in ....
Desktop Browsers
WebGL is OpenGL 2.0
Difference to OpenGL?
Simpler
Point, Line, Triangle only
No quad
Draw commands only
No glBegin / glEnd
No tessellation, curves, NURBS
Simple is Good
Easy to implement
Easy to learn
Less Hardware cost
No legacy interface
Mobile Hardware Environment
No standalone Visual Memory
Shared with main memory
Limited only the size of main memory.
Mobile Hardware Environment
Power consumption must be controlled.
Mobile Hardware Environment
Run at much lower frequency
iPhone 5
CPU 1.3GHz
GPU 0.266GHz
Why Hardware ?
100 ~ 1000 times than software implementation
Why Hardware ?
Large amount of special functions.
Trigonometric functions,
reciprocal square root,
etc...
Why Hardware ?
Large amount computation
with less branch
Data Parallelism
Examples
Basemark ES 3.0
Basemark ES 3.0
Graphics Pipeline
Vertex Shading
Draw Calls
Primitive Assembly
Rasterization
Fragment Shading
Texture
States
State Calls
Vertex
Framebuffer
Memory
Outputs
Texture
Objects
Transform

Feedback
Output
Buffer Calls
Vertex Shading
Primitive Assembly
Rasterization
Fragment Shading
Using 

Interpolated value 

from VS out
Fragment ShadingTexture
Using
Interpolated value 

from VS output as

Texture coordinate
Fragment ShadingTexture
Using
Interpolated value 

from VS output as

Texture coordinate
Fragment ShadingTexture
Using
Interpolated value 

from VS output as

Texture coordinate
Draw Commands
GL Driver
Draw Calls
Vertex Shader
Attributes
Draw Commands
glDrawArrays()
glDrawElements()
glDrawArraysInstanced()
glDrawArrays()
GL Driver
Vertex Shader
glDrawArrays
Data For each vertex
Attributes
Data For all the vertices
Uniforms
glDrawArrays() cont.
GL Driver
Vertex Shader
glDrawArrays
Data For all the vertices
Uniforms
Attributes
Data For
Vertex 0
Data For
Vertex 1
Data For
Vertex 2
…… ……
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
glDrawArrays() cont.
GL Driver
Vertex Shader
glDrawArrays
Data For all the vertices
Uniforms
Attributes
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
Array of structures
Attr 0 for
Vertex 0
Attr 1 for
Vertex 0
Attr 0 for
Vertex 1
Attr 1 for
Vertex 1
……
Attr 0 for
Vertex 2
Attr 1 for
Vertex 2
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
Structure of Arrays
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For
Vertex 0
Data For
Vertex 1
Data For
Vertex 2
…… ……
Data For all the vertices
Uniforms
Calculate Vertex 0
Attributes
Data For
Vertex 0
Data For
Vertex 1
Data For
Vertex 2
…… ……
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For all the vertices
Uniforms
Calculate Vertex 1
Attributes
Data For
Vertex 0
Data For
Vertex 1
Data For
Vertex 2
…… ……
Data For
Vertex 0
Data For
Vertex 1
Data For
Vertex 2
…… ……
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For all the vertices
Uniforms
Calculate Vertex 2
Attributes
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For all the vertices
Uniforms
Calculate Vertex 0
Attributes
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For all the vertices
Uniforms
Calculate Vertex 1
Attributes
Attr 0 for
Vertex 0
……
Attr 0 for
Vertex 1
Attr 0 for
Vertex 2
Attr 1 for
Vertex 0
……
Attr 1 for
Vertex 1
Attr 1 for
Vertex 2
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For all the vertices
Uniforms
Calculate Vertex 2
Attributes
glDrawElements()
GL Driver
Vertex Shader
glDrawArrays
Data For each vertex
Attributes
Data For all the vertices
Uniforms
102101 ……
Index Buffer
100 105 106 107 108 109 107 108 109
Attr 0 for
Vertex 101
……
Attr 0 for
Vertex 102
Attr 0 for
Vertex 103
……
GL Driver
Vertex Shader
GL Driver
Vertex Shader
glDrawArraysglDrawArrays
Data For all the vertices
Uniforms
Calculate Vertex 0
Attributes
102101 ……
Index Buffer
100 105 106 107 108 109 107 108 109
Primitive Assembly
Primitive Assembly
points
line strip
line loop
lines
triangle strip
triangle fan
triangles
Triangle Strip
Triangle Fan
Primitive Assembly
Clipping
Clipping
Viewport Rejection
Back face Culling
Rasterization
Rasterization
AntiAliasing
FSAA
MSAA
Fragment Shading
Using 

Interpolated value 

from VS out
Fragment ShadingTexture
Blending 

Texture coordinate 

and 

another VS output
Texture - Mipmap
16x16
8x8
4x4
1x1
2x2
Texture - Mipmap
Shader View
Vertex Shading Fragment ShadingTexture
Vertex Data
Input

Pixel data

Transformed

Vertex Data
Output

Pixel Data
Vertex Shader
Vertex Shading
Vertices with 

raw data
Vertices with 

calculated data
Shader Hardware
10 ~ 100 times more cores than CPU
Large amount of vertices data
Same control flow with less branch
Data parallelism
Computation
GL hardware
OpenCLCUDA HSA
Random Thought
Visual cortex occupied lots
volume of the brain.
So does the GPU area in a
mobile processor.

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OpenGL ES 3.0 2013