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  1. #291
    Moderator tom3q is on a distinguished road
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    Quote Originally Posted by HTD View Post
    If i ask you, how much % the driver is done? ...
    I'd give it about 40 to 60 percent, but you never know what will show up during the development.

    Quote Originally Posted by rom1 View Post
    What do you think about benchmark like an3DBench?

    It seems to be a good way to evaluate improvements, isn't it?
    Yes, but only after all the needed things are implemented in the driver.
    Before that, some simple demos should be sufficient.

  2. #292
    Junior Member harry1985 is on a distinguished road
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    Quote Originally Posted by tom3q View Post
    I'd give it about 40 to 60 percent, but you never know what will show up during the development.


    Yes, but only after all the needed things are implemented in the driver.
    Before that, some simple demos should be sufficient.
    Great work, tom3q.
    Is it correct that the hardware is designed for OPENGL es 2.0, while 1.0 is supported by a simulation? And in Android 2.2, which is the first version to support OPENGL es 2.0, we will gain really great 3D performance improvement with your new driver, right?

  3. #293
    Moderator tom3q is on a distinguished road
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    Quote Originally Posted by harry1985 View Post
    Great work, tom3q.
    Is it correct that the hardware is designed for OPENGL es 2.0, while 1.0 is supported by a simulation? And in Android 2.2, which is the first version to support OPENGL es 2.0, we will gain really great 3D performance improvement with your new driver, right?
    Yes, that's true. The GPU contains programmable vertex and pixel shaders instead of fixed transform, lighting and texturing units, but a carefully written shader program should emulate the fixed pipeline with a good result.

  4. #294
    Junior Member kurosu is on a distinguished road
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    There's some kind of irony there...

    S3C6410 sounds like it is made for FroYo (OpenGL ES 2.0) and not all previous incarnations (1.5/1.6/... who have 1.x), yet Samsung doesn't intend to support FroYo.

  5. #295
    Junior Member victor3615 is on a distinguished road
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    How did you implement OpenGL?
    I think we use mesa with correct middle ware (like dri driver or something else) to implement OpenGL functions.
    I have integrated OpenGL 1.1 into x86 platform with Eagle and Mesa, both are open source.
    And Mesa supports OpenGL 2.0.

    Just some opinions, I hope it helps.
    And thanks for your great contribution !

    Quote Originally Posted by tom3q View Post
    I'd give it about 40 to 60 percent, but you never know what will show up during the development.

    Yes, but only after all the needed things are implemented in the driver.
    Before that, some simple demos should be sufficient.
    Last edited by victor3615; 07-29-2010 at 06:36 PM.

  6. #296
    Moderator tom3q is on a distinguished road
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    We need OpenGL ES, while Mesa is designed for the full OpenGL implementations. Also, I think that Mesa is too big for use on mobile devices.
    I went the standard GLES + simple EGL way.

  7. #297
    Junior Member victor3615 is on a distinguished road
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    Thanks for your information.

  8. #298
    Member golecpch is on a distinguished road
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    Quote Originally Posted by tom3q View Post
    ...but a carefully written shader program should emulate the fixed pipeline with a good result...
    Maybe this tool could be usefull??
    ShaderGen allows you to set the parameters for fixed function rendering through a convenient GUI. With the click of a mouse, ShaderGen creates an OpenGL shader that will produce the same result as the fixed function state you’ve set
    Edit 1:
    Also this article (with code snippets) called "Emulating OpenGL Fixed Functionality" (using shaders).

    Greets and thanks for Your work
    Last edited by golecpch; 07-30-2010 at 12:58 AM.

  9. #299
    Moderator tom3q is on a distinguished road
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    Quote Originally Posted by golecpch View Post
    Maybe this tool could be usefull??

    Edit 1:
    Also this article (with code snippets) called "Emulating OpenGL Fixed Functionality" (using shaders).

    Greets and thanks for Your work
    Thanks, the article is worth reading and i will surely read it before writing the emulation shaders.
    I wonder what is the performance of shaders generated with ShaderGen. Anyway it might be worth trying.

  10. #300
    Senior Member DE_NISKA is on a distinguished road
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    Replaced shaders with only one "universal" shader. Now it can run Neocore at 19.4FPS but still no textures


 

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