Jump to content

PSGL

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by Cydebot (talk | contribs) at 21:17, 18 November 2014 (Robot - Moving category Rendering_APIs to Category:3D graphics APIs per CFD at Wikipedia:Categories_for_discussion/Log/2014_August_4.). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

PSGL is a rendering API available additionally to GCM and OpenGL for Sony's PlayStation 3. PSGL is based on OpenGL ES[1] and Nvidia's CG. A previous version of PSGL was available for the PlayStation 2 but was largely unused.

PSGL meant to be a foundation for the future, beyond the PlayStation 3, but for the PlayStation 4 Sony introduced GNM and GNMX and also their custom shading language, PlayStation Shader Language (PSSL).[2]

Features

  • Programmable shading with Cg
  • OpenGL ES 1.1 extensions (VBO, FBO, PBO, Cubemap)
  • texture extensions (FP, DXT, 3D, NPO2, Aniso, Depth, Vertex Textures)
  • primitive/rendering extensions (Instancing, Primitive Restart, Queries, Conditional Rendering)
  • synchronization extensions (Fences, Events)
  • SCE performance extensions (TextureReference, AttribSet)

See also

  • Mantle API – low-level API for PC gaming
  • GNM – low-level API on the PlayStation 4
  • OpenGL – high-level API for CAD and gaming
  • GNMX – high-level API on the PlayStation 4

References

  1. ^ "PSGL". Khronos. 2006. Retrieved 2011-11-21. {{cite web}}: |first= missing |last= (help)
  2. ^ Leadbetter, Richard (March 28, 2013). "Inside PlayStation 4". Eurogamer. Retrieved January 9, 2014.