Questions tagged [opengl-es-3.1]

OpenGL ES is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones and tablets. Version 3.1 follows version 3.0, and is backwards compatible to versions 3.0 and 2.0. The specification was publicly released on March 17, 2014.

OpenGL ES 3.1 is the follow-up version to OpenGL ES 3.0. Key new features relative to 3.0 include:

  • Compute shaders.
  • Separate shader objects.
  • Indirect draw commands.
  • Multisample textures.
  • Stencil textures.
  • New arithmetic and bitfield operations in shader code.

External resources:

31 questions
8
votes
1 answer

GLSurfaceView with OpenGL ES 3.1 context

I'm working on Android with OpenGL. I known how to use GLSurfaceView and its custom derivate classes to create OpenGL ES 2.0 context with method of GLSurfaceView: setEGLContextClientVersion(2); and OpenGL ES 3.0…
xcesco
  • 4,690
  • 4
  • 34
  • 65
7
votes
2 answers

Opengl ES 3.1 support for ios?

I'm a bit new to development in ios, I was wondering if the new opengGL ES 3.1 is supported for iOS? and if so where do i download the library?
Gal Kamar
  • 173
  • 1
  • 8
3
votes
1 answer

Android opengl shader program to copy image from camera to SSBO for TF-lite GPU Inference

Tensorflow lite gpu delegate documentation provides a faster method for running tflite inference using Opengl and SSBO in Android[3]. The documentation provides sample code to create and bind a SSBO with a image already in GPU. How can we copy or…
anilsathyan7
  • 1,423
  • 17
  • 25
3
votes
0 answers

Android GLES 32 - square grid

I am trying to figure out how to create a vertex buffer to draw a grid of coloured squares on the screen. The size is 108 x 192 (as screen res proportions). I tried look at this code for GLES32 and remake the Square class to produce a multicoloured…
Alex2452
  • 324
  • 1
  • 10
3
votes
1 answer

Using compute shader in Android 5 (Open GL ES 3.1)

I am learning about OpenGL ES and in particular, compute shaders in OpenGL ES 3.1, specifically, in Android 5.0.1. I have 3 shaders defined (compute, vertex, and fragment) and attached to two different programs, one for the compute shader and one…
Adeiln
  • 298
  • 3
  • 10
3
votes
2 answers

When will OpenGL ES 3.1 be supported in Android?

The OpenGL ES 3.1 specification was released on March 17th, 2014. Does anybody know if there is a timetable for adding it to the Android SDK?
Kietz
  • 1,186
  • 11
  • 19
2
votes
1 answer

Color using alpha blending are different on different Android phones with OpenGL-ES

I am experiencing an issue on Android with OpenGL ES 3.1. I wrote an application that shows a liquid falling down from the top of the screen. This liquid is made of many particles that are a bit transparent, but the color using alpha blending are…
Shibakaneki
  • 213
  • 3
  • 12
2
votes
0 answers

UnsupportedOperationException when calling GLES32 glGetDebugMessageLog

I'd like to debug my OpenGL implementation via Debug Output. I have an interface for several Platforms. On desktop the glGetDebugMessageLog call works as usual. But on Android I get this error: java.lang.UnsupportedOperationException: not yet…
User Rebo
  • 3,056
  • 25
  • 30
2
votes
1 answer

Android Opengles 3.1 - Are Uniform Buffer Objects supported

I have an opengles 3.1 application that renders fine on the desktop but does not render on android. The bit that goes wrong is when i have uniform buffer objects. In the vertex shader I have the below for example layout (std140, binding = 0) uniform…
abcdef
  • 441
  • 3
  • 13
2
votes
0 answers

OpenGL ES 3.1 "imageStore" does not work on Mali T760

I am working to make the Mobile Graphics program using OpenGL ES 3.1. I verified that my program is working well on the Adreno OpenGL ES 3.1 Emulator (My Graphic card is Nvidia GTX 580). But, when I install my program on a smartphone (Samsung Galaxy…
Youn A Lee
  • 251
  • 1
  • 2
  • 4
1
vote
0 answers

Android - Very poor UI performance

I am developing an OpenGL app for android. The app is now pretty much ready so it was time to get the UI done. I decided to have the OpenGL app on the left, and the UI on the right (it really doesn't need to be pretty, it's more a demonstration…
Pedro Fernandes
  • 216
  • 1
  • 12
1
vote
1 answer

Why Compute Shader is slowing down the rendering API calls?

I am using compute shader to process the input buffer data and store it as output texture using imagestore(). After executing the compute shader, I have 3 render calls sequentially. Compute Shader Code: #version 310 es precision mediump…
Arun AC
  • 417
  • 7
  • 17
1
vote
0 answers

glTexImage2D texture is not available for read in right format

I am working on a cross-platform project that involves OpenGLES (3.1). While code executes perfectly on my Windows and Ubuntu machines. Running the same code on Raspberry PI 4 causes a strange issue, after successfully initializing texture with…
OKEE
  • 450
  • 3
  • 15
1
vote
0 answers

Open GL ES local and global workgroup size relations

I have a shader program in Open GL ES. I want to adjust local / global workgroup sizes to complete 1-dimensional task with Compute Shader. I have a total size of a task (total number of threads that can change between different runs), say…
sooobus
  • 841
  • 1
  • 9
  • 22
1
vote
2 answers

Using Sampler3D to read from a 3D texture in OpenGL ES 3.x

I am using OpenGL ES 3.2 to read from a 3D texture in the fragment shader and write that value out to an FBO. I then read from the FBO attachment using glReadPixels, and print out the values obtained. I am attaching the sampler as: GLuint texLoc =…
1
2 3