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OpenGL ES 3.0 Context

Note: This was originally posted on 26th April 2013 at http://forums.arm.com

Hi,
I would like to know how to create a proper OpenGL ES 3.0 Context with OpenGL ES 3.0 Emulator
The only example that came with it only use OpenGL ES 2.0 context, and according to the User Guide i need to use EGL_RENDERABLE_TYPE,EGL_OPENGL_ES3_BIT attributes and EGL_CONTEXT_CLIENT_VERSION,3 contextattributes

BUT, apparently EGL_OPENGL_ES3_BIT (nor EGL_OPENGL_ES3_BIT_KHR) is not defined anywhere, so i wonder if OpenGL ES 3.0 Emulator really support ES 3.0 ?

Also, what is the best way to make a 3D program that can fallback to ES 2.0 when ES 3.0 is not supported without building a different program for each of them (and if possible to fallback to ES 1.x if Es 2.0 is not supported also)?
Do i need to use EGL_RENDERABLE_TYPE,(EGL_OPENGL_ES_BIT | EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT) for multiple ES support? any example how to use it? (so player can change between 3.0, 2.0 and 1.x on the fly)
Of course each of them will have a different rendering engine where ES 3.0 will use more advanced visual effect, i just need the example on creating ES 3.0,ES 2.0 and ES 1.x Context (all 3 of them using fallback method) within a single source code (if it's possible)


Thanks in advance
Parents
  • Note: This was originally posted on 14th May 2013 at http://forums.arm.com


    Hi Adam,

    Although you are correct you can just give an EGL_CONTEXT_CLIENT_VERSION 1,2 or 3 we don't recommend doing it this way. This is because it is not guaranteed to work with all hardware platforms and GPU's. It will all depend on how a particular hardware vendor has chosen to implement the spec. So in this case although for the emulator and some hardware platforms it works by just passing EGL_CONTEXT_CLIENT_VERSION we strongly recommend you also pick a surface with the correct EGL_RENDERABLE_TYPE as well.

    As for your issue with the emulator not supporting older graphics cards. You are correct currently the OpenGL ES 3.0 emulator will only run on cards that support OpenGL 3.2 and above. Also the OpenGL ES 3.0 emulator at present will not support OpenGL ES 1.0. I recommend for your Intel HD Graphics 3000 computers you switch to a separate product called the OpenGL ES 2.0 emulator. Here is the link to it on the website.

    This product only requires OpenGL 2.0 to be supported in order to work. I know that this isn't an ideal solution as OpenGL ES 3.0 will not be supported but you would have issues with your Intel HD Graphics 3000 GPU anyway.

    Hope this helps,
    Stephen


    Hi,
    Yes, i realized that it's probably vendor specific, so i modified my fallback code again.

    I already have OpenGL ES (1.x-2.x) Emulator and ES 3.0 Emulator installed, the LIBEGL.DLL and include files for ES 3.x(also for 2.x) i used are from ES 3.0 Emulator, while the include files for ES 1.x i used are from ES (1.x-2.x) Emulator, and combining both of them for fallback implementation seems to works just fine so far (with Geforce 610M, and i only tested them on my modified cube example). And when i checked my EXE Dependencies it seems only LIBEGL.DLL that being used in my EXE file while the rest of GL calls are from OpenGL32.DLL(through LIBEGL.DLL), so i wonder whether GLES*.DLL(s) are really needed or not (i was hoping it used GLES*.DLL through LIBEGL.DLL instead of directly to OpenGL32.DLL from LIBEGL.DLL, but apparently it's not)

    As i remember the LIBEGL.DLL that came with OpenGL ES 3.0 Emulator v1.0 worked with Intel HD3000, but after upgrading to v1.1 it's no longer works with HD3000.
Reply
  • Note: This was originally posted on 14th May 2013 at http://forums.arm.com


    Hi Adam,

    Although you are correct you can just give an EGL_CONTEXT_CLIENT_VERSION 1,2 or 3 we don't recommend doing it this way. This is because it is not guaranteed to work with all hardware platforms and GPU's. It will all depend on how a particular hardware vendor has chosen to implement the spec. So in this case although for the emulator and some hardware platforms it works by just passing EGL_CONTEXT_CLIENT_VERSION we strongly recommend you also pick a surface with the correct EGL_RENDERABLE_TYPE as well.

    As for your issue with the emulator not supporting older graphics cards. You are correct currently the OpenGL ES 3.0 emulator will only run on cards that support OpenGL 3.2 and above. Also the OpenGL ES 3.0 emulator at present will not support OpenGL ES 1.0. I recommend for your Intel HD Graphics 3000 computers you switch to a separate product called the OpenGL ES 2.0 emulator. Here is the link to it on the website.

    This product only requires OpenGL 2.0 to be supported in order to work. I know that this isn't an ideal solution as OpenGL ES 3.0 will not be supported but you would have issues with your Intel HD Graphics 3000 GPU anyway.

    Hope this helps,
    Stephen


    Hi,
    Yes, i realized that it's probably vendor specific, so i modified my fallback code again.

    I already have OpenGL ES (1.x-2.x) Emulator and ES 3.0 Emulator installed, the LIBEGL.DLL and include files for ES 3.x(also for 2.x) i used are from ES 3.0 Emulator, while the include files for ES 1.x i used are from ES (1.x-2.x) Emulator, and combining both of them for fallback implementation seems to works just fine so far (with Geforce 610M, and i only tested them on my modified cube example). And when i checked my EXE Dependencies it seems only LIBEGL.DLL that being used in my EXE file while the rest of GL calls are from OpenGL32.DLL(through LIBEGL.DLL), so i wonder whether GLES*.DLL(s) are really needed or not (i was hoping it used GLES*.DLL through LIBEGL.DLL instead of directly to OpenGL32.DLL from LIBEGL.DLL, but apparently it's not)

    As i remember the LIBEGL.DLL that came with OpenGL ES 3.0 Emulator v1.0 worked with Intel HD3000, but after upgrading to v1.1 it's no longer works with HD3000.
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