This is very intresting for me program. I want to know how it is made of. And I will be happy if I can find the soure code of OpenGL ES 3.0 Emulator. Or if it is proprietary software maybe you can give me advice about another Open Source OpenGL ES 3.0 Emulator.
Hi frtu,
Unfortunately at this time the source code is closed source, but if you could let me know your specific reasons for wanting access, I will pass these on to the tools product management.
Thanks,
Chris
Hello Chris,
I am working at improving Android appliance for virtual machines within a research project at university. One of ideas is to convert GL ES to OpenGL. Now, I am only researching information how to do it. We run into comparison of 2 projects: ANGLE and Mali Emulator. We are interested which one of them performs this conversion more correct.
Thanks.
Both are conformant implementations, so objectively are equally "correct" from a standards point of view. ANGLE will only run on a platform with DirectX, as that's what they've implemented the EGL/GLES interface with. The Mali emulator will run on Linux and Mac too, as it uses GL as it's backend. There are probably other implementations out there as well, in fact nVidia may even expose EGL/GLES through their desktop driver, so that's worth checking.
Yes, I understand it. But having some product which can converts GLES-> OGL will be better for me. So , what about
Chris Varnsverry: Hi frtu, Unfortunately at this time the source code is closed source, but if you could let me know your specific reasons for wanting access, I will pass these on to the tools product management. Thanks, Chris
Chris Varnsverry:
I'm afraid I'm not clear on what you're asking for there, can you restate your question? I think you're asking for information on anything that converts GLES to GL, so that rules out ANGLE as that converts to DirectX. The only other open source implementation that I'm aware of that uses a GL backend is MESA, but there may be others.
If open-source is not a concern, then you can use our emulator, and according to OpenGL ES 2.0 and EGL on desktop, updated both AMD and NVidia now expose EGL and GLES on desktop, and MESA has an EGL and GLES implementation as well, so you're spoilt for choice.
As for correctness, anything conformant will be more correct (i.e. it passes all of the conformance tests) than a non-conformant implementation, as it is spec-correct. As long as your application is spec conformant then all of them should suit you just fine, but if your application relies on the specifics of a particular implementation, your mileage may vary, and if you require any platform/vendor specific extensions, then not all implementations may expose these.
Hope this helps,