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GL_EXT_buffer_storage support?

NVIDIA is ratifying this extension to work with OpenGL ES 3.x and they are exposing it with their latest video drivers (Which are only available on the X1 development platform).

My application takes advantage of the desktop OpenGL variant(GL_ARB_buffer_storage) to dramatically reduce CPU overhead from calling in to the OpenGL API.

This also allows us to easily decode our data directly in to GPU buffers while rendering from it with the GPU. Making sure we don't overwrite information in flight by having multiple frames of data of course. For UMA systems like those that run Mali GPUs this is a big win for us, especially with how little bandwidth is available on these compared to what we have available to us on desktops.

Hopefully you'll think about implementing support for this extension.

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  • Nvidia's Tegra K1 offers full Open GL 4.5 support with proprietary extensions, so Tegra K1 has greater hardware and software capabilities than PowerVR 6 (and probably PVR7) even with steel API. Yep, maybe steel API is a modern API, but FP OpenGL has extra features and with AZDO-techs you can reap much like metallic API performance. yes, PVR6XT in iPad Air 2 scoressame consequences to Tegra K1 in GFXBench T-Rex/new york assessments but in more complicated checks (for example with tesselation feature) Tegra K1 might be quicker.

    And with metal API builders can target best PowerVR6-gadgets on iOS, but with FP OpenGL 4.* API assist developers can goal home windows/OSX/Linux on AMD/NVIDIA GPUs + Tegra K1/X1 on Android.
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  • Nvidia's Tegra K1 offers full Open GL 4.5 support with proprietary extensions, so Tegra K1 has greater hardware and software capabilities than PowerVR 6 (and probably PVR7) even with steel API. Yep, maybe steel API is a modern API, but FP OpenGL has extra features and with AZDO-techs you can reap much like metallic API performance. yes, PVR6XT in iPad Air 2 scoressame consequences to Tegra K1 in GFXBench T-Rex/new york assessments but in more complicated checks (for example with tesselation feature) Tegra K1 might be quicker.

    And with metal API builders can target best PowerVR6-gadgets on iOS, but with FP OpenGL 4.* API assist developers can goal home windows/OSX/Linux on AMD/NVIDIA GPUs + Tegra K1/X1 on Android.
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