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88 lines
4.1 KiB
88 lines
4.1 KiB
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8 years ago
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page platforms-gl OpenGL and OpenGL ES platforms
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@brief Information common for all platforms that support OpenGL and OpenGL ES
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@tableofcontents
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@m_footernavigation
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@todoc desktop gles
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@section platforms-gl-best-practices OpenGL best practices
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Various links gathered around the web:
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- [Performance tuning applications for Intel Graphics for Linux and Chrome OS](http://software.intel.com/sites/default/files/Performance-tuning-applications-for-Intel-GEN-Graphics-for-Linux-and-Google-Chrome-OS.pdf) [PDF]
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- [PowerVR Performance Recommendations](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF]
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- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf) [PDF]
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@section platforms-gl-es OpenGL ES
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@subsection platforms-gl-es-best-practices OpenGL ES best practices
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Various links gathered around the web:
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- [Writing Portable OpenGL ES 2.0](https://www.khronos.org/assets/uploads/developers/library/2011-siggraph-mobile/Writing-Portable-OpenGL-ES-2.0_Aug-11.pdf) [PDF]
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- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html)
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@subsection platforms-gl-es-differences Differences to desktop GL
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- Rendering to RGB textures doesn't work on many platforms, either due to
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alignment issues or other factors. For example it is not possible to render
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to @ref TextureFormat::RGB8 on iOS (but it works elsewhere); rendering to
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@ref TextureFormat::RGB32F is not possible even on NVidia. Use RGBA formats
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instead.
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- While on desktop GL it's often permitted to upload a RGB image to a texture
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with RGBA internal format, on mobile devices usually nothing happens. Be
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sure to match the component count.
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- Rendering to 16- and 32-bit float textures is only possible with OpenGL ES
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3.2 or with the @extension{EXT,color_buffer_half_float} and
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@extension{EXT,color_buffer_float} extensions. You can work around that
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issue by rendering to 32-bit unsigned integer textures and using the
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@glsl floatBitsToUInt() @ce GLSL function instead.
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- Linear filtering on 32-bit float textures is only possible with
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@extension{OES,texture_float_linear} (it's not even on ES 3.2 yet). You can
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work around that issue by using half-float texture formats or doing the
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interpolation manually in a shader.
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@subsection platforms-gl-es-angle ANGLE
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[ANGLE](https://github.com/google/angle) is a layer that translates OpenGL ES
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code to D3D, desktop GL or Vulkan, originally created for web browsers to
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provide better WebGL experience without relying on buggy OpenGL drivers on
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Windows.
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Related links:
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- [WebGL Insights --- ANGLE](https://books.google.cz/books?id=6crECQAAQBAJ&lpg=PP1&pg=PA3&redir_esc=y#v=onepage&q&f=true)
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*/
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}
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