OpenGL ES 2.0 software library - opengl-es

I have an application written on embedded device which is running on OpenGL ES 2.0. I want to debug issues with the application using PC . Currently My PC is running Ubuntu 11.04 and it doesnt have any Graphics card.
For the purpose of debugging , I want to have any software based OpenGL ES2.0 libraries. Is there any such libraries preset? If so can any one provide me a link?
Thanks

You have emulator from ARM AMD and Imagination Technologies to run opengl es 2.0 on windows/ubuntu.
I suggest going with Imagination technologies one.
here is the link http://www.imgtec.com/powervr/insider/sdkdownloads/index.asp

Related

Mesa or Mali is in use?

I have a embedded system which's GPU is mali T624.
I have glmark2 and glmark2-es2,
when running glmark2, information shows mesa software render
when running glmark2-es2, info shows T624 openGL ES 3.1
My question is, if I have QT demos which need openGL acceleration,
how can I know whether Mesa software render or Mali HW render in use?
and how can I manually switch in between?
thanks.
The glmark benchmark comes in two flavors.
The glmark2 binary uses the full OpenGL backend
The glmark2-es2 binary uses the OpenGL ES backend
Mali only supports OpenGL ES; it doesn't ship with a full desktop OpenGL driver.
In terms of "is Mali being used" you can install the DS-5 Streamline profiler - Community Edition is free - which will let you determine if there is any GPU activity in the system.

Debugging OpenGL ES 2.0 game that runs in Windows through PowerVR emulation

I have small cross platform engine that runs my OpenGL ES 2.0 games on Android and on Windows. To run it on Windows I am using PowerVR emulator (just libraries linked to the project). It all works well.
Now I would like to debug it and inspect in any OpenGL debugger. I tried Intel GPA, AMD CodeXL, gDebugger, glslDevil. But non of them were able to do it. In case of Intel GPA it did not find the running game. In other cases it started the game but failed to pause it or do anything later.
I do not know whether it is because it is OpenGL ES instead of OpenGL. But the PowerVR emulation must work like translating OpenGL ES to OpenGL, I think?
My questions are:
Is there any (utility) way how to debug OpenGL ES 2.0 programs on Windows?
Or is there any better emulation library than PowerVR that will force the app look like OpenGL for other tools (instead of OpenGL ES)?
I am doing all this as none of debuggers work for me on Android device. I am developing with Samsung Galaxy Tab (which is Tegra GPU), but Nvida's PerfHUD ES does not currently support it (and I also do not meet Android 4.0 or higher having only 3.1)
Is there any way how to debug OpenGL ES on Android device that has Android version 3.1 and it is Samsung Galaxy Tab device?
Thanx
You're correct - PVRVFrame translates OpenGL ES calls into host OpenGL calls. This is why the likes of gDEBugger will capture the OpenGL API calls made by the emulator rather than the calls you actually submitted.
The PowerVR SDK includes an OpenGL ES/EGL API recording tool called PVRTrace that has all of the functionality you're looking for.
The PVRTrace recording libraries can be used to record applications using PVRVFrame on Windows and Linux. The SDK also includes recording libraries for Android and Linux devices.
PVRTraceGUI (analysis tool for Windows, OSX & Linux) can be used to review and inspect the data you've recorded. It also has an Image Analysis widget that allows you to step through the draw calls in your recording & some other handy features, such as a Pixel Analysis pie chart that highlights the most costly fragment shaders in your render so you know where to focus shader optimisation.
There's also a PVRTrace standalone playback tool that allows you to replay your recordings on any of the supported OS's (inc. Windows & Android).
You can find an overview of the tool on the Imagination website here & can download PVRTrace through the PowerVR SDK installer, available here
I routinely debug OpenGL ES on Windows using the PowerVR VFrame translator, which converts OpenGL ES calls to OpenGL, as you said. I think it's the best solution. VFrame has some step and tracing features, but mostly I am using the debugging features of MSVC++.
If you are using GLSurfaceView on android, it has an OpenGL ES tracing feature too. I also recommend using an X86 AVD rather than ARM or trusting the drivers on any one device. This article explains in detail:
http://software.intel.com/en-us/articles/porting-opengl-games-to-android-on-intel-atom-processors-part-1

OpenGL software rendering alternatives

I need to software render OpenGL in Windows and have already found about Mesa3D, which doesn't provide DLLs and I'm having some pain to build... Are there alternatives available?
That depends on what OpenGL version you wish to accelerate. Depending on your needs, there are some alternatives available. I've listed those I'm aware of below:
OpenGL 1.0 & 1.1
Windows (since Windows NT 3.5) actually includes an OpenGL software implementation to begin with. If you haven't installed any other software rasterizer, this ought to be your default implementation. The Microsoft software rasterizer supports either OpenGL 1.0 or 1.1, depending on your platform, but will not accelerate anything newer than that. If your desired OpenGL version is covered by 1.0 or 1.1 (however unlikely), the solution should be sufficient. I'm unsure as to what extent the default Windows OpenGL software implementation covers the OpenGL ES 1.x frameworks through its OpenGL 1.0 or 1.1 support.
OpenGL 1.4
Furthermore, in Windows Vista, Microsoft included an emulation layer which may translate OpenGL into Direct3D; thus supporting up-to OpenGL 1.4. Additionally, this should mean that Windows Vista (and up?) runtimes may accelerate most parts of OpenGL SC. I've never used this emulator myself, and was quite surprised to hear about it, but it may be of interest to someone having to run one of these old frameworks in a Windows environment.
Note that the standard Windows OpenGL software rasterizer (OpenGL 1.0 or 1.1) is also included in Windows Vista and above.
OpenGL ES 2.0
Additionally, there's the ANGLE project which accelerates WebGL and OpenGL ES 2.0 by translating OpenGL ES 2.0 invocations to DirectX 9 and 11. Their development notes also mention that an OpenGL ES 3.0 solution is in the works. Never having used ANGLE, I cannot offer a verdict.
OpenGL 3.1
In addition to those mentioned above, Mesa 3D (which supports up to OpenGL 3.1) feature three software implementations:
swrast
softpipe
llvmpipe
Since I know very little of swrast (the original Mesa project software rasterizer) and softpipe (a reference driver) I'll refrain from going into these. The third implementation, llvmpipe, and probably the one that may interest you the most, is a high-speed software implementation that uses multithreading and JIT compilation to speed up simulation with native- and SIMD instructions.
I have used Swiftshader from Transgaming for a production project before and I must say, it was brilliant. A tad costly, but brilliant.
As far as I've searched, the only other option is using WebGL software renderer, that as of today only Chrome supports. Direct3D has the reference driver (which is really unstable) and Swiftshader, which is good and expensive.
After some more headaches I managed to build Mesa3D for Windows, but only an old version which had still some support for it. At least, it has an awesome performance.

Easiest way to run a simple GLES/EGL/OpenVG app on a PC?

I thought this should be easy, but... geesh! A vendor gave me a fairly simple demo program meant to showcase some trivial icon animations. The target platform is an embedded system (MX51) with accelerated OpenGL ES 2.0/OpenVG and EGL support.
Unfortunately, the demo also has an annoying dependency on a few Qt utility classes (e.g., QImage). If not for this dependency, I would compile/run the thing on the target. But I don't relish the thought of cross-compiling Qt just to run this little demo---even if there were enough room for it on the embedded board.
I hoped I might be able to run the app on a standard(ish) Ubuntu 10.04 VM, and started following these directions to make it happen. And I actually managed---like, 10 hours later---to compile everything and get a runnable binary of the demo program. However, when I run it, I see the following error:
eglCreateWindowSurface: egl error "EGL_BAD_CONFIG" (0x3005)
Sigh. Not what I wanted to see after all that effort. This seems way more difficult than it should be.
Is the embedded GL landscape really such a ghetto that I have to run even trivial programs on the target using some vendor-supplied BSP? Judging from the lack of responses to this guy's question, I'm thinking the answer might be yes. But I don't even care about acceleration (yet). I just want to run the stupidest of OpenGL ES 2/OpenVG programs on a desktop PC and get an idea of how it looks. (It doesn't matter to me whether the PC is running Linux or Windows.) How do people do this sort of thing?
There are several OpenGL ES 2.0 emulators, such as:
For ARM Mali GPUs
For PowerVR GPUs
Also very recently, AMD has posted drivers that expose OpenGL ES 2.0 on desktop.
More recently, OpenGL 4.1 exposes the GL_ARB_ES2_compatibility extension, which makes OpenGL 4.1 drivers GL ES 2.0 compatible.
For OpenVG, you can use AmanithVG GLE.
Qualcomm's OpenGL ES emulator includes OpenVG support. You can download it from http://developer.qualcomm.com

Update OpenGL libraries on windows

I'm using a 3rd party DLL which uses OpenGL. Right now that 3rd party does not work correctly as the display does not refresh correctly. I came to suspect that the OpenGL library isn't correctly installed or may be outdated.
Is there a way to update the OpenGL library on windows? Is there like an official site which will hold the correct opengl.dll file or something like that?
I believe the OpenGL libraries are just part of the drivers that ship with your graphics card. Upgrading your graphics drivers should upgrade your OpenGL stuff to the latest your card supports.
OpenGL should be up to date on Windows.
However, if you are getting display/refresh problems, and they're only occuring on windows, this is most likely an issue with your graphics driver.
Try updating to your latest OpenGL graphics driver. This fixes many OpenGL issues on Windows.
opengl.dll is part of your display card driver. Windows comes with a default opengl.dll that offers very little acceleration. Re installing the graphics card driver or upgrading to the latest version should take care of your problem.
OpenGL is implemented in the graphics driver. If you want to use the latest OpenGL version as a developer you download and use GLEW (http://glew.sourceforge.net/) as a normal library. This will give you access to cross platform OpenGL 4.1 or whatever version your card supports.

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