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:

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sample depth from default frame buffer? (GL ES 3)

I'm wondering if it is possible to bind the default frame buffer's depth as a texture so that it can be sampled from in a fragment shader (during rendering passes which do not write to that depth buffer)? If so, some pointers would be appreciated.
user8709
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Trouble with AMD OpenGL ES SDK 3.1 Fragment Shader

The fragment shader in the AMD OpenGL ES SDK for 3.1 (as of 5/13/2016) is this: precision highp float; uniform vec4 lightVec; uniform sampler2D textureUnit0; varying vec2 vTexCoord; varying vec3 vNormal; void main() { vec4 diff =…
hao ramirez
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2 Compute shaders, 1 glMemoryBarrier = OK?

Setup(OpenGL ES 3.1 on android device): Compute_shader_clear (in PROGRAM_A): layout (local_size_x = 8, local_size_y = 8) in; layout(rgba32f, binding=0) writeonly uniform mediump image2D write00; void main() { ... imageStore(write00, pixel,…
Ken York
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Graphics benchmark for Android Extension Pack on Android Lollipop

Right now I check Google Play for latest Graphics benchmarks. Got GFXBench 3.1 and Basemark ES 3.1 to verify OpenGLES 3.1 on my Android Lollipop. Is there any benchmark/Game/compatability test suite I can download to test Android Extension Pack…
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in/out to Fragment Shader from Geometry Shader using GLES31 (#version 310 es)

in/out to Fragment Shader from Geometry Shader using GLES31 (#version 310 es) block interface is not supported, VS and FS in GLES31 And simply in/out like below GS out lowp float tmp; void main() { tmp = sumValue; } FS in lowp float tmp; void…
MOKA
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Is there a way to determine GPU warp/wavefront/SIMD width on Android?

My question is similar to the question "OpenCL - How to I query for a device's SIMD width?", but I'm wondering whether there's any way to do this outside of OpenCL, CUDA, or anything else that's not really available on Android, which I'm targeting.…
FilmCoder
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what is the maximum integer(unsigned integer) value that glsl can support?

What's the maximum value of integer and unsigned integer that can be used in shader?
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Android How to split camera stream into several streams with different fps/resolution/water_marks for preview/record/Live Stream/AI

I'm working on a project with Preview/Local Recording/Live Stream/AI features. All those features might be activated/deactivated at any time. and each stream have their own resolution at a certain frame rate with customized water marks. So i'm…
BC.Lee
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Why is my triangle white in OpenGL ES 3 on Raspberry Pi

I have a very simple example of a OpenGL ES program that I'm trying to get to run on RaspiOS Desktop (a.k.a. Raspbian) on Raspberry Pi 4. My goal is very simple - to draw a red triangle in the center of the screen. However, the triangle comes out as…
Michal Artazov
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use glsl modulo with uint

In my compute shader i try to calculate the texel coordinate of each local invocation based on the gl_GlobalInvocation variable inside a rectangle of my image. For large values of gl_GlobalInvocation.x up to 262144 i get strange results.…
Meldryt
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read-only storage buffer in OpenGL ES and Spir-V

In OpenGL ES Shading Language, the shader storage buffer object (SSBO) can be decorated with qualifier readonly or writeonly. Section 4.9 (Memory Access Qualifiers) of OpenGL ES Shading Language version 3.1 specification: Shader storage blocks,…
dudu
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Open GL ES error: undefined reference to 'glDispatchCompute'

I am using Open GL ES 3.1 in Android app with native C++ code. So I need to run a C++ lib with Android support. I have used some Open GL ES functions and they worked well. But when I tried to use glDispatchCompute, a linker gave a following error:…
sooobus
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Include GLES31 in Android NDK

I have followed the android-ndk/gles3jni example where they include gles3. But I still get undefined reference to gl* functions. My cmmakelist: set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -fno-rtti…
Wy th
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Geometry shader in web

I'm interested to use geometry shader in web(site / application) Is it possible to directly use opengl es 3.1 in web without webgl? Is any other API to use newer version of opengl es than webgl2? Totally is any way to I can use geometry shader in…
mh-alahdadian
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OpenGL ES 3.1 - Unable to create IMMUTABLE Textures with glTexImage2D

I'm trying to create an immutable texture with glTexImage2D() that I can then bind using glBindImageTexture() Here's my C++ code : GLuint id; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D,…
Elouarn Laine
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