Official OpenGL SC 2.0 feedback

The Khronos Group, an open consortium of leading hardware and software companies, announces the immediate availability of the OpenGL SC 2.0 specification for bringing programmable graphics to systems that require system safety certification. The OpenGL SC 2.0 API specification has been developed by the Khronos Safety Critical working group to address the unique and stringent requirements of high reliability display system markets, including FAA DO-178C and EASA ED-12C Level A for avionics, and ISO 26262 safety standards for automotive. Building on the large number of worldwide customer deployments and successful avionics certifications using OpenGL SC 1.0, OpenGL SC 2.0 enables high reliability system manufacturers to take advantage of modern graphics programmable shader engines while still achieving the highest levels of safety certification.

Questions and Community Feedback
Questions on using OpenGL SC can be asked here. Also, the Khronos Safety Critical working group is continuing to push the standard forward to support future OpenGL SC versions.

Pardon my ignorance but I would like to know if this is a full fledged OpenGL Lib or a stripped down reduced functionality version to make it DO-178C DAL A certifiable?
Which processor is this ported on so far?
Are there any performance benchmarks on different processors available?

OpenGL SC 2.0 is an adaptation of the OpenGL ES 2.0 API specifically designed to be used in Safety Critical systems requiring DO-178C certification for avionics or ISO 26262 compliance for automotive. OpenGL SC 2.0 is designed to run on existing OpenGL ES 2.0 hardware using a Safety Critical driver. You can write software for OpenGL SC 2.0 by using the OpenGL SC 2.0 header files and linking with a OpenGL ES 2.0 driver that has the necessary extensions. See the OpenGL SC 2.0 spec for details on extensions needed.

Best,

Erik

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I am assuming that you are referring to compiling with the SC 2.0 header and linking with an ES 2.0 driver.

For information on drivers for specific graphics processors you need to contact the vendors who provide them. The working group wanted to make sure that you could use a majority of the GPUs that support OpenGL ES 2.0, so regardless of which platform you are running you should be able to find a suitable GPU and driver. Any driver that supports OpenGL ES 2.0 with the GL_EXT_texture_storage and GL_KHR_robustness extensions should work.