Think Silicon GLOVE v0.4, library which implements OpenGL over Vulkan, been released. GLOVE currently focuses on OpenGL ES 2.0 + EGL 1.4 and is a standalone project. GLOVE 0.4 is the project’s first new release in more than one year and comes with expanded hardware and software support. GLOVE now supports Microsoft Windows and Apple macOS for running OpenGL over Vulkan. (Source: Phoronix)
GLOVE (GL Over Vulkan) is a cross-platform software library that acts as an intermediate layer between an OpenGL ES application and Vulkan. GLOVE is focused towards embedded systems and is comprised of OpenGL ES and EGL implementations, which translate at runtime all OpenGL ES / EGL calls & ESSL shaders to Vulkan commands & SPIR-V shader respectively and finally relays them to the underlying Vulkan driver.
Qualcomm has released a new version of Snapdragon Profiler, the mobile performance profiling tool that runs on the Windows, Mac, and Linux platforms. The release includes various bug fixes, a new Analysis mode, new Trace metrics across various SoC subsystems, and an experimental feature allowing developers to use the latest profiler updates for graphics profiling without having to update mobile drivers. Also included are fixes for various issues in Snapshot affecting EGL images and improved metric calculations for OpenCL applications.
Imagination Technologies announces a new version of PVRTune, the PowerVR GPU performance analysis tool which provides developers with a deep level of information to help them fully understand the dynamics of their applications on mobile and embedded devices. With this release, PVRTune is now ‘API aware,’ able to retrieve and present events that have been generated by the client driver of native programming interfaces such as OpenGL ES and the EGL. PVRTune today supports OpenGL ES and EGL client drivers, with Vulkan support to follow.
Visualization is a great tool for understanding large amounts of data, but transferring the data from an HPC system or from the cloud to a local workstation for analysis can be a painful experience. Analyzing and visualizing data right where it is generated and using server-side rendering lets you deliver high quality visual content to any client hardware. Whether it’s a DGX station or a smartphone. With the arrival of EGL, taking advantage of OpenGL on a headless server has become even simpler, making it unnecessary to run an X server or any other tools. Slight modifications to your OpenGL context management code using EGL functions is required as described in this post. Using EGL also requires you to link your application to different libraries. This post from NVIDIA is about how to correctly link a modern OpenGL application.
In Qt 5.9 is now possible to render Qt Quick applications with OpenVG when using hardware that supports it. This is made possible by a new scene graph adaptation that uses EGL and OpenVG to render Qt Quick scenes.
This post by Peter Messmer on the NVIDIA Parallel Forall blog provides the basic steps to create a (full) OpenGL context using EGL in a headless environment, with code examples. EGL context creation is particularly relevant for accelerated rendering on HPC systems or in a cloud environment, where context management via X11 is often times impractical. Applications include in situ visualization and CUDA/OpenGL interoperation.
Mesa 11.0.3–according to the internal release notes–is a major bugfix release that resolves the KDE and Weston regressions that have been introduced in the previous release of the software, Mesa 11.0.2. Additionally, Mesa 3D Graphics Library 11.0.3 has a great number of patches for EGL and includes numerous bugfixes, especially for the Intel i830, Intel i915, Intel i965, RadeonSI, and Nouveau graphics drivers, as well as various under-the-hood improvements. “Mesa 11.0.3 is now available. In the current release we have a bunch of EGL patches, mangledGL build fixes and a healthy amount of driver bugfixes - RadeonSI, Nouveau, Intel i915 and i965,” says Emil Velikov, software release engineer for Collabora. “Last but not least, the KDE/Weston regression introduced with 11.0.2 has also been resolved.”
The PowerVR Imaging Framework for Android comprises a set of extensions to the OpenCL and EGL Application Programming Interfaces (APIs) that enable efficient interoperability of software running on PowerVR GPUs with other components such as a CPU, ISP and VDE. These extensions enable the construction of shared memory allocations and software pipelines across multiple hardware components with no redundant memory copies (termed zero-copy). The framework is integrated at the library layer of the Android software stack, enabling efficient interoperability between APIs such as OpenCL, OpenGL ES and emerging APIs such as OpenVX.
The Khronos Group today announced a number of new and significant updates to its portfolio of open, royalty free industry standards that enable the authoring and acceleration of parallel computing, graphics, vision, sensor processing and dynamic media on a wide variety of platforms and devices:
The Khronos™ Group today announced the ratification and release of the EGL™ 1.5 specification. EGL is an open, royalty-free standard that defines a portable interface to underlying operating system and display platforms to handle graphics context management, surface and buffer binding, and rendering synchronization. EGL also provides interop capability to enable efficient transfer of data and events between Khronos APIs. The new EGL 1.5 specification incorporates functionality for enhanced rendering flexibility and security, improved interop between OpenGL® or OpenGL ES™ and OpenCL™ for mixed compute and rendering acceleration, and standardized support for multiple common operating systems including Android and 64-bit platforms.
drawElements announced that Vivante Corporation has subscribed to the drawElements Quality Program. The drawElements Quality Program focuses on quality assurance and consists of multiple API test modules that ensure robust OpenGL ES, EGL, and OpenCL vendor implementations.
The Khronos EGL Working Group is requesting feedback on a change to the definition of EGLint that would disallow using handles as attribute values. If you have feedback on this change, please post it in the discussion boards where the proposed change is described in more detail.
Imagination Technologies has developed a set of extensions to allow image conversion on the fly, using the Khronos Groups OpenCL and EGL technology. ImgTec converts the camera YUV data to RGB using the OES_EGL_image_external extension, and then use PowerVR’s zero-copy functionality to directly access the camera texture data from OpenCL. Find the in-depth explanation on ImgTec’s website.
G-Truc Creation released a survey about OpenGL ES 2.0 support on desktop, how it is exposed or not on Windows 7/8, Linux and MacOS X and by different hardware vendors. It also deals with libraries and framework to help such support.