• Programmable Shaders: Who Was First? OpenGL Or DirectX?

    From Lawrence D?Oliveiro@3:633/10 to All on Mon Nov 10 00:37:24 2025
    Reading this article <https://www.tomshardware.com/pc-components/gpus/25-years-ago-today-microsoft-released-directx-8-and-changed-pc-graphics-forever-how-programmable-shaders-laid-the-groundwork-for-the-future-of-modern-gpu-rendering>
    about how DirectX 8 made a big advance in PC gaming by introducing
    programmable shaders. This was in November 2000.

    I thought, ?surely OpenGL must have been in that game as well?. But,
    looking back at older OpenGL specs, the earliest mention of vertex
    shaders and fragment shaders I can find is in an appendix to the
    OpenGL 1.5 spec from October 2003, where they are still classed as ARB extensions, rather than a core part of the spec. I think they only
    became part of core OpenGL with version 2.0 from a year later.

    I suppose you could say this was still the point where the OpenGL
    community was dominated by vendors doing things like CAD and
    scientific visualization work. It took that three-year gap for them to (grudgingly) come to see video gaming as a serious, worthwhile
    application for OpenGL.

    Of course the concept of programmable shaders is much older than that,
    being an important part of RenderMan from, when was it, as far back as
    the late 1980s, or maybe later. But that was a non-real-time renderer
    for producing high-quality graphics for movies and the like, not video
    gaming.

    So, was Microsoft the first to introduce programmable shaders into
    real-time graphics? (In association with actual hardware implementing
    it, like the NVidia GeForce 3, of course.) Seems like it.

    --- PyGate Linux v1.5
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Theo@3:633/10 to All on Tue Nov 11 17:10:25 2025
    Lawrence D?Oliveiro <ldo@nz.invalid> wrote:
    Reading this article <https://www.tomshardware.com/pc-components/gpus/25-years-ago-today-microsoft-released-directx-8-and-changed-pc-graphics-forever-how-programmable-shaders-laid-the-groundwork-for-the-future-of-modern-gpu-rendering>
    about how DirectX 8 made a big advance in PC gaming by introducing programmable shaders. This was in November 2000.

    I thought, ?surely OpenGL must have been in that game as well?. But,
    looking back at older OpenGL specs, the earliest mention of vertex
    shaders and fragment shaders I can find is in an appendix to the
    OpenGL 1.5 spec from October 2003, where they are still classed as ARB extensions, rather than a core part of the spec. I think they only
    became part of core OpenGL with version 2.0 from a year later.

    I suppose you could say this was still the point where the OpenGL
    community was dominated by vendors doing things like CAD and
    scientific visualization work. It took that three-year gap for them to (grudgingly) come to see video gaming as a serious, worthwhile
    application for OpenGL.

    OpenGL originated at SGI, and SGI started with a fixed-function hardware graphics renderer. OpenGL was just an API to that rendering hardware. Not sure if they ever released their own hardware with programmable shaders
    before they switched to Intel (Itanium and x86).

    (apart from doing it in software on the MIPS CPU, of course)

    Theo

    --- PyGate Linux v1.5
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Lawrence D?Oliveiro@3:633/10 to All on Tue Nov 11 20:33:27 2025
    On 11 Nov 2025 17:10:25 +0000 (GMT), Theo wrote:

    Not sure if they ever released their own hardware with programmable
    shaders before they switched to Intel (Itanium and x86).

    Probably not. Programmable real-time shaders seem to have been very much
    an idea from this century, and by that time SGI was circling the plughole.

    --- PyGate Linux v1.5
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)