1989
- SGI began working on a proprietary library called GL
1990
- SGI partnered with Microsoft to collaborate on open sourcing GL
1992
- SGI released OpenGL 1.0
- Architecture Review Board gains control of the OpenGL API
1995
- Microsoft released Direct3D 1.0 to compete with OpenGL
2000
- Khronos Group was formed by Intel, ATI, SGI, and Nvidia
- Non profit association of companies dedicated to maintaining open standards for vector graphics
2003
- Microsoft leaves the ARB, dropping their vote on OpenGL
2004
- OpenGL 2.0 added a programmable pipeline which allows applications to define custom rendering algorithms which execute on the GPU
2006
- SGI filed Chapter 11
- OpenGL transferred ownership to the Khronos Group
- Architecture Review Board dissolved
- AMD buys ATI, developers of the Radeon graphics hardware
- AMD wanted to integrate the GPU and CPU = APU
- Originally AMD was only a CPU vendor competing with Intel
2008
2009
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OpenGL 3.1 released
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removed fixed function rendering pipeline
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OpenGL 3.2 released a few months later
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brought OpenGL back to relevance
2010
- AMD and Nvidia worked closely with Microsoft so DirectX drivers would be compatible with their newer graphics cards
2011
- PC graphics cards had 10 times more processing power than the GPU in a standard game console
- unfortunately the graphics did not look significantly better on the PC and this surprised vendors
- AMD realized the design of DirectX was affecting performance
- OpenGL also had too much bloat and the drivers were slow
- Both of these API’s were single threaded
2014
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January
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AMD and DICE release Mantle for Radeon graphics cards with improved performance over OpenGL and Direct3D
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June
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Apple releases Metal for iOS, later released for other Apple platforms
2015
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January
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DirectX 12 released for Windows 10 only
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Multi threaded, potentially much better performance than prior versions
2016
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January
-
AMD had given Mantle to the Khronos Group
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Vulkan evolved from the components of Mantle
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August
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Android 7 release supports Vulkan natively
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December
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Unity game engine, announced support for Vulkan
2017
- Three different other game developers committed to Vulkan
2018
- MoltenVK library released to support translating Vulkan API calls to Metal for Apple platforms
- very similar to what Angle did for Direct3D on Windows
- MoltenVK was open sourced based by the encouragement of Valve, a major video game developer and distributor
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August
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GLOVE is a library which translates OpenGL ES to Vulkan API
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Using MoltenVK and GLOVE together, an OpenGL ES application can use Metal to run on Apple devices
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June
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Apple deprecated OpenGL and OpenCL on all platforms
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Officially supported graphics API on all Apple products is Metal
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Demand that developers move to Metal seems like an attempt to bind applications to a proprietary technology
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Application developed using Vulkan and MoltenVK (to access Metal) will be accepted in the the Apple store