OpenGL ES* Framework Software Developer s Guide
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1 OpenGL ES* Framework Software Developer s Guide White Paper For the Intel 2700G Multimedia Accelerator July 2004 Document Number:
2 INFOMATION IN THIS DOCUMENT IS POVIDED IN CONNECTION WITH INTEL PODUCTS. NO LICENSE, EXPESS O IMPLIED, BY ESTOPPEL O OTHEWISE, TO ANY INTELLECTUAL POPETY IGHTS IS GANTED BY THIS DOCUMENT. EXCEPT AS POVIDED IN INTEL S TEMS AND CONDITIONS OF SALE FO SUCH PODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVE, AND INTEL DISCLAIMS ANY EXPESS O IMPLIED WAANTY, ELATING TO SALE AND/O USE OF INTEL PODUCTS INCLUDING LIABILITY O WAANTIES ELATING TO FITNESS FO A PATICULA PUPOSE, MECHANTABILITY, O INFINGEMENT OF ANY PATENT, COPYIGHT O OTHE INTELLECTUAL POPETY IGHT. Intel products are not intended for use in medical, life saving, or life sustaining applications. Intel may make changes to specifications and product descriptions at any time, without notice. Designers must not rely on the absence or characteristics of any features or instructions marked "reserved" or "undefined." Intel reserves these for future definition and shall have no responsibility whatsoever for conflicts or incompatibilities arising from future changes to them. The Intel 2700G Multimedia Accelerator may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request. Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your product order. Intel, XScale, PXA250, PXA255, PXA26X, PXA27X family and the Intel logo are trademarks or registered trademarks of Intel Corporation or its subsidiaries in the United States and other countries. *Other names and brands may able claimed as the property of others. Copyright 2004, Intel Corporation 2 OpenGL ES* Framework Software Developer s Guide
3 Contents 1 Introduction Terminology eferences Architecture Overview Typical configurations... 9 Display otation Other APIs Available Intel 2700G 3D Features Screen Tiling Culling Texturing Deferred Texturing Multi-pass Texturing Single-Pass Multi-texturing Perspective Correct Texture Support Texture Compression Mipmapping Texture Mapping and Filtering OpenGL ES Framework Implementation Overview Functions Supported States Supported Extensions Supported OpenGL ES* Framework Software Developer s Guide 3
4 Figures Figure 1. Carbonado eference PDA Platform... 9 Figure 2. Portrait Display Orientation Figure 3. Left-handed Landscape Display Orientation Figure 4. ight-handed Landscape Display Orientation Figure 5. Tiling Example Tables Table 1. OpenGL ES Functions Supported in the Common-Lite Profile Table 2. OpenGL ES Native Platform Graphics Interface (EGL) Supported Functions Table 3. OpenGL ES Supported States Table 4. Texture Environment Function Extensions Table 5. Specific Compressed Texture Formats OpenGL ES* Framework Software Developer s Guide
5 evision History evisio n Number Description evision Date -001 Initial elease. July 2004 OpenGL ES* Framework Software Developer s Guide 5
6 This page is intentionally left blank. 6 OpenGL ES* Framework Software Developer s Guide
7 Introduction 1 Introduction The intent of this specification is to provide an introduction to 3D graphics programming using the OpenGL* Embedded Systems (OpenGL ES*) implementation for the Intel 2700G Multimedia Accelerator. OpenGL ES is a low-level, lightweight applications programming interface (API) for advanced embedded graphics using well-defined subset profiles of OpenGL. It provides a lowlevel API between software applications and hardware or software graphics engines. 1.1 Terminology Term Description API GAPI OpenGL (OGL) OpenGL ES EGL PocketPC Application Programming Interface Microsoft Game API Open GL Application Programming Interface Open GL for Embedded Systems Application Programming Interface OpenGL ES Platform Interface Layer Microsoft specification for functionality of PDA-like devices. PocketPC2003 also describes the operating system running on PocketPC devices. 1.2 eferences eference Document No. / Location Intel 2700G Product Brief Intel 2700G Datasheet Intel 2700G Programmers eference Manual Intel 2700G Display Management API eference Intel 2700G Power Management API eference Intel 2700G Video API eference OpenGL* Khronos* OpenGL Embedded Systems (OpenGL ES) ( /300571pb.htm) ( ion/datashts/ htm) (Contact your Intel epresentative) Available on premier.intel.com Available on premier.intel.com Available on premier.intel.com OpenGL ES* Framework Software Developer s Guide 7
8 Introduction 1.3 Architecture Overview The Intel 2700G Multimedia Accelerator family contains three components: Intel 2700G7 Multimedia Accelerator with stacked package local memory, Intel 2700G5 Multimedia Accelerator for performance, Intel 2700G3 Multimedia Accelerator for value. The major differences between 2700G3 Multimedia Accelerator and 2700G5 Multimedia Accelerator components are the size of the on-die frame buffer and the power savings associated with using this frame buffer for display updates and refreshes. The 2700G7 is a stacked package containing local memory for space constrained applications. The 2700G5 Multimedia Accelerator is optimized for a VGA (640x480) display and incorporates a 704 KB on-die frame buffer. The 2700G3 Multimedia Accelerator is optimized for half-vga and smaller displays and incorporates a 384 KB on-die frame buffer. The 2700G family can support a maximum screen resolution of 1280 x Note: The descriptions contained in this document apply to the 2700G3 Multimedia Accelerator, the 2700G5 Multimedia Accelerator, and the 2700G7 Multimedia Accelerator, unless otherwise noted. The term 2700G or 2700G Multimedia Accelerator is used in this paper and refers to all of the above noted products. The 2700G Multimedia Accelerator 3D acceleration provides a complete hardware 3D rendering pipeline. This includes 831K triangles per second processing capability and 84 million pixels-per second fill rate. Advanced 3D hardware acceleration includes features, such as texture and light mapping, point, bilinear, trilinear and anisotropic filtering, alpha blending, dual texturing support, deferred texturing, screen tiling, texture compression, and full-screen anti-aliasing. The 2700G Multimedia Accelerator 2D acceleration includes support for clipping, anti-aliasing, alpha blending as well as a variety of BLT functions. The 2700G Multimedia Accelerator supports all 256 raster operations (Source, Pattern, and Destination) defined by Microsoft*. 8 OpenGL ES* Framework Software Developer s Guide
9 Introduction Typical configurations The 2700G Multimedia Accelerator is designed to be used in embedded applications where power consumption, size, and price are of concern. The two most common platforms for the 2700G Multimedia Accelerator are likely to be Personal Digital Assistant (PDA) and Cellular Phone Handset Personal Digital Assistant (PDA) The PDAs specified with the Intel 2700G Multimedia Accelerator will typically be high-end industry leading configurations. A typical configuration for will consist of: at least 128 MB SDAM 16-bit color VGA resolution (640x480) 3.5 touch-sensitive LCD display, AC-97 audio with internal speaker and headphone jack Standard PocketPC controls (Navigation button, 4 program buttons, jog-wheel/button, voicerecord button, power button) otate-able display for portrait or landscape mode viewing VGA output jack for dual-display support of up to 24-bit color and 1024x768 (XGA) Expansion slot (ex. Compact Flash (CF) or Secure Digital (SD)) Optional Camera Figure 1. Carbonado eference PDA Platform OpenGL ES* Framework Software Developer s Guide 9
10 Introduction Game input on a PDA generally consists of the standard PocketPC controls a 4-way directional navigation control, an action button, four program buttons, a jog wheel, and the touch-sensitive LCD display. Cellular Phone Handset The cell phones specified with the Intel 2700G in the timeframe may be equipped with: At least 64 MB SDAM 16-bit color QVGA resolution (240x320) to VGA resolution (640x480) 2.5 touch-sensitive LCD display AC-97 audio with internal speaker and headphone jack otate-able display for portrait or landscape mode viewing Standard Cell Phone Interface or Microsoft Smartphone Interface 2 3 Mega-Pixel Camera Optional Expansion slot (Secure Digital (SD)) Other Devices There is a large world of other types of devices possible with the Intel 2700G Multimedia Accelerator. Some of the other devices may include retail kiosks, portable gaming devices, or personal media devices. All manners of devices where an embedded processor solution is appropriate can be enhanced by the inclusion of a 2700G with its high-end capabilities and low power consumption Display otation The 2700G Multimedia Accelerator supports three dynamically selected display orientations. The illustrations below are based on the Carbonado reference platform. Figure 2. Portrait Display Orientation 10 OpenGL ES* Framework Software Developer s Guide
11 Introduction Figure 3. Left-handed Landscape Display Orientation Figure 4. ight-handed Landscape Display Orientation The orientation can be selected through the operating system. An application developer may also choose to change the display orientation or to allow display rotation from within the application as well. It is important for an application developer to keep the different possible screen orientations in mind when designing an application. The orientation may impact bitmap sizes, fonts, and viewports. An application should be configurable to support both landscape and portrait modes. Applications should also be able to dynamically handle orientation change through OpenGL viewport modification. Applications must also exit properly such that the OS can correctly restore the default viewing modes. OpenGL ES* Framework Software Developer s Guide 11
12 Introduction 1.4 Other APIs Available Display Configuration Platforms using the 2700G Multimedia accelerator can display images on multiple monitors. Two separate images can be produced, allowing exciting usage models for PDAs and phones when attached to external monitors and projectors. Power Management There are several highly effective methods to enhance the power management features of the 2700G Multimedia Accelerator including the ability to shut down portions of the LCD display; thus, preventing power consumption from refreshing unneeded pixels. Video The 2700G Multimedia Accelerator offers hardware acceleration for fast and power efficient video decoding of VGA resolution video at 30 frames per second. For more information on any of these APIs, contact your Intel representative. 12 OpenGL ES* Framework Software Developer s Guide
13 Intel 2700G 3D Features 2 Intel 2700G 3D Features The 2700G Multimedia Accelerator is a tile-based rendering device. The screen is divided into tiles. After being transformed and lit by the processor, 3D object data (triangles) are sent to the 2700G Multimedia Accelerator. The 2700G Multimedia Accelerator tile accelerator determines the visibility of each triangle and arranges the triangles into tiles. The texturing engine then textures, blends, fogs, and applies other effects to the 3D object data, and writes the final pixels to the frame buffer for each tile. The 2700G Multimedia Accelerator offloads the processor and system bus of the compute and bandwidth intensive operations required for 3D texturing including: Z buffer compare, small object culling, off-screen culling, backface culling, tiling, texturing, filtering, and anti-aliasing. 2.1 Screen Tiling The tiling accelerator divides each scene into blocks, and processes each block independently. This allows the driver and 2700G Multimedia Accelerator to process spatially local triangles together. This allows the graphics accelerator to process a much smaller data set (e.g., one tile at a time, as opposed to the whole scene). The 2700G can therefore perform much of the triangle processing internally for each tile; improving performance and reducing memory bandwidth requirements. Figure 5. Tiling Example OpenGL ES* Framework Software Developer s Guide 13
14 Intel 2700G 3D Features 2.2 Culling Several types of culling occur in the 2700G Multimedia Accelerator and driver to reduce the number of triangles that need to be processed by the core. These culling methods include: Small Object Culling to remove triangles that are smaller than a pixel and would not be drawn Off Screen Culling to remove triangles that are entirely located outside of the viewing frustum. Back Face Culling to remove triangles that are facing away from the user s viewpoint and would not be visible on screen In addition to these hardware accelerated culling methods, software developers are strongly encouraged to perform their own object-level culling to remove objects that fall outside of the viewing frustum in order to further reduce the number of polygons that need to be processed. 2.3 Texturing Deferred Texturing Deferred texturing improves performance by texturing only those pixels that are visible. Because the graphics controller is working with small data sets (e.g., a tile), it can perform the Z-compares for each pixel to determine exactly what is visible before applying the appropriate texture(s) to that pixel. This prevents pixels from inadvertently being textured multiple times. For alpha blended textures, more than one triangle may be visible Multi-pass Texturing The 2700G Multimedia Accelerator supports multi-pass texturing. Multi-pass texturing is a technique designed to overlay multiple texture maps over an object so that you can provide texture-based special effects. An example of this is a base texture for the surface of a car followed by a layer that has lighting or shadowing followed by another layer that shows road grime, bullet holes, or scorching Single-Pass Multi-texturing Single-pass multi-texturing is a useful technique for creating rich visual effects by blending two textures together during the same rendering pass. The 2700G Multimedia Accelerator can apply two textures in a single pass. One of the most common examples of multi-texturing is Bump Mapping where a normal (a normal is a vector orthogonal to the object surface ) map texture is created where the GB colors are re-interpreted as XYZ unit vectors. These vectors are then applied to the surface as perpixel normal values to vary the way the pixel is shaded by the light to create a feeling of surface relief or height variations (imagine a stucco wall). The 2700G Multimedia Accelerator natively supports and accelerates Dot3 Bumpmapping. 14 OpenGL ES* Framework Software Developer s Guide
15 Intel 2700G 3D Features Perspective Correct Texture Support A textured polygon is generated by mapping a 2D texture pattern onto each pixel of the polygon. A texture map is applied like wallpaper pasted onto the polygon. Since polygons are rendered in perspective, it is important that texture be mapped in perspective as well. The 2700G accelerates the texture correction computations Texture Compression Texture Compression reduces the bandwidth and power required to deliver textures. With larger textures, higher color depth, and multiple textures, it becomes increasingly important to provide a mechanism to compress textures and reduce system memory bus use. The 2700G Multimedia Accelerator uses a high-performance texture compression format to enable a larger number of textures to fit in the same amount of local memory Mipmapping It does not make sense to apply a rich, large texture to an object that appears to be far away and very small in the viewing scene. ather than providing a single texture, in a single resolution, for an object of a certain size being textured at a specific distance (Z), mipmapping allows an application to store several textures at varying resolutions (e.g., 1024x1024, 512x512, 256x256, 128x128, 64x64, 32x32, etc.). The 2700G Multimedia Accelerator will pick the most appropriate texture from the mipmap set for each pixel, based on the texture resolution required. This exact texture selected, and the resulting color of the pixel is dependent on the filtering mode being used. OpenGL ES* Framework Software Developer s Guide 15
16 Intel 2700G 3D Features Texture Mapping and Filtering Many texture mapping and filtering modes are supported. Perspective correct mapping is always performed. As the map is fitted across the triangle, the map will be tiled. The way a texture is combined with other object attributes is also definable. The 2700G Multimedia Accelerator supports up to twelve Levels-of-Detail (LODs) ranging in size from 2048x2048 to 1x1 texels. (A texel is defined as a texture map element). Textures do not have to be square. The 2700G Multimedia Accelerator supports seven types of texture filtering: Point Sampling: Texel with coordinates nearest to the desired pixel is used. This mode only requires one level-of-detail to be present. Bilinear Filtering: A weighted average of the texels in a 2x2 area surrounding the desired pixel is used. This mode only requires one level-of-detail to be present. Point Mipmapping: This is used if many LODs are present. The nearest LOD is chosen and the texel with coordinates nearest to the desired pixel are used. Bilinear Mipmapping: This is used if many LODs are present. The nearest LOD is chosen and a weighted average of the texels in a 2x2 area surrounding the desired pixel is used. Point Mipmapping Linear: This is used if many LODs are present. Two appropriate LODs are selected and within each LOD, the texel with coordinates nearest to the desired pixel are selected. The final texture value is generated by linear interpolation between the two texels selected from each of the LODs. Trilinear Mipmapping: This is used if many LODs are present. Two appropriate LODs are selected and a weighted average of a 2x2 area of texels surrounding the desired pixel in each LOD is generated (four texels per LOD). The final texture value is generated by linear interpolation between the two texels generated for each of the LODs. Trilinear mipmapping is used to minimize the visibility of LOD transitions across an object. Anisotropic Filtering: This is used if many LODs are present. The nearest LOD-1 level will be determined for each of four sub-samples for the desired pixel. These four sub-samples are then bilinear filtered and averaged together. 16 OpenGL ES* Framework Software Developer s Guide
17 OpenGL ES Framework Implementation 3 OpenGL ES Framework Implementation 3.1 Overview OpenGL ES* is an API intended to support high-performance graphics with little overhead as required by embedded systems. There are three profiles covered by the OpenGL ES specification to allow for platform-specific implementations: Common Common-Lite Safety Critical The Common and Common-Lite profiles are intended for use in consumer entertainment and related devices such as PDAs, cell phones, and game consoles by offering fully functional 3D capabilities with texture mapping. The Safety Critical implementation is intended for industrial applications and consumer applications where high reliability and minimum footprint are essential. The 2700G Multimedia Accelerator drivers support the Common-Lite profile. For more information on the OpenGL ES specifications, the full documentation and header files can be downloaded from Khronos* at Functions Supported In Table 1 and Table 2 the following notations apply: = Supported API = Unsupported API. Table 1. OpenGL ES Functions Supported in the Common-Lite Profile glactivetexture glalphafunc glalphafuncx glbindtexture Function Supporte d Special Considerations glblendfunc SC_ALPHA_SATUATE is not supported glclear glclearcolor OpenGL ES* Framework Software Developer s Guide 17
18 OpenGL ES Framework Implementation glclearcolorx glcleardepthf glcleardepthx Function Supporte d Special Considerations glclearstencil Stencil operations will not return GL_EO even though stencil operations are not supported glclientactivetexture ecommend use glactivetexture. glcolor4f glcolor4x glcolormask glcolorpointer glcompressedteximage2d Standard compressed textures decompress palletized textures at load time into local memory. They conserve system memory for data files. Usage of 2700G Multimedia Accelerator local texture memory is not reduced. Compressed texture extensions offer textures that remain compressed in local memory and are used by the 2700G Multimedia Accelerator in compress format. The following extension compressed texture types are supported: GL_COMPESSED_GB_PVTC_4BPPV1_IMG GL_COMPESSED_GB_PVTC_2BPPV1_IMG GL_COMPESSED_GBA_PVTC_4BPPV1_IMG GL_COMPESSED_GBA_PVTC_2BPPV1_IMG glcompressedtexsubimage2d Standard compressed textures decompress palletized textures at load time into local memory. They conserve system memory for data files. They do not reduce usage of 2700G Multimedia Accelerator local texture memory. glcopyteximage2d glcopytexsubimage2d glcullface gldeletetextures gldepthfunc gldepthmask gldepthangef gldepthangex Compressed texture extensions offer textures that remain compressed in local memory and are used by the 2700G Multimedia Accelerator in compress format. The following extension compressed texture types are supported: GL_COMPESSED_GB_PVTC_4BPPV1_IMG GL_COMPESSED_GB_PVTC_2BPPV1_IMG GL_COMPESSED_GBA_PVTC_4BPPV1_IMG GL_COMPESSED_GBA_PVTC_2BPPV1_IMG 18 OpenGL ES* Framework Software Developer s Guide
19 OpenGL ES Framework Implementation gldisable Function gldisableclientstate Supporte d Special Considerations gldrawarrays GL_TIANGLE_STIP GL_TIANGLE_FAN and GL_TIANGLE_LIST primitives are optimized for the 2700G Multimedia Accelerator pipeline gldrawelements gldrawelements is the recommended draw API. GL_TIANGLE_STIP GL_TIANGLE_FAN and GL_TIANGLE_LIST primitives are optimized for the 2700G Multimedia Accelerator pipeline glenable GL_COLO_LOGIC_OP affects gllogicop (see gllogicop for more information) glenableclientstate glfinish glflush glfogf glfogfv glfogx glfogxv glfrontface glfrustumf glfrustumx glgentextures glgeterror glgetintegerv glgetstring glhint gllightmodelf gllightmodelfv gllightmodelx gllightmodelxv gllightf gllightfv gllightx gllightxv gllinewidth GL_LINE_SMOOTH No effect, since line width == 1 GL_POINT_SMOOTH No effect, since point size == 1 GL_STENCIL_TEST not supported Not recommended to enable/disable GL_MULTISAMPLE during render loop for performance reasons. OpenGL ES* Framework Software Developer s Guide 19
20 OpenGL ES Framework Implementation Function Supporte d Special Considerations gllinewidthx Only width=1 is guaranteed to be supported per OpenGL ES API Specification. Antialiasing on line primitives is not supported; however, full-screen antialiasing is supported. glloadidentity glloadmatrixf glloadmatrixx gllogicop Do not use gllogicop with Fogging. LogicOps and Fogging are Mutually Exclusive glmaterialf glmaterialfv glmaterialx glmaterialxv glmatrixmode glmultmatrixf glmultmatrixx glmultitexcoord4f glmultitexcoord4x glnormal3f glnormal3x glnormalpointer glorthof glorthox glpixelstorei glpointsize glpointsizex Only size=1 is guaranteed to be supported per OpenGL ES API specification. Antialiasing on point primitives is not supported; however, full-screen antialiasing is supported. glpolygonoffset glpolygonoffsetx glpopmatrix glpushmatrix gleadpixels glotatef glotatex glsamplecoverage glsamplecoveragex glscalef glscalex 20 OpenGL ES* Framework Software Developer s Guide
21 OpenGL ES Framework Implementation glscissor glshademodel Function Supporte d Special Considerations glstencilfunc Stencil operations will not return GL_EO even though stencil operations are not supported glstencilmask Stencil operations will not return GL_EO even though stencil operations are not supported glstencilop Stencil operations will not return GL_EO even though stencil operations are not supported gltexcoordpointer gltexenvf gltexenvfv gltexenvx Additional extensions supported: GL_MODULATE_COLO_IMG GL_ECIP_ADD_SIGNED_ALPHA_IMG GL_TEXTUE_ALPHA_MODULATE_IMG GL_FACTO_ALPHA_MODULATE_IMG GL_FAGMENT_ALPHA_MODULATE_IMG GL_ADD_BLEND_IMG GL_DOT3_GBA gltexenvxv Additional extensions supported: glteximage2d gltexparameterf GL_MODULATE_COLO_IMG GL_ECIP_ADD_SIGNED_ALPHA_IMG GL_TEXTUE_ALPHA_MODULATE_IMG GL_FACTO_ALPHA_MODULATE_IMG GL_FAGMENT_ALPHA_MODULATE_IMG GL_ADD_BLEND_IMG GL_DOT3_GBA gltexparameterx GL_TEXTUE_MAG_FILTE is not supported gltexsubimage2d gltranslatef gltranslatex glvertexpointer glviewport OpenGL ES* Framework Software Developer s Guide 21
22 OpenGL ES Framework Implementation Table 2. OpenGL ES Native Platform Graphics Interface (EGL) Supported Functions Function Supported Special Considerations eglchooseconfig EGL_STENCIL_SIZE is unsupported eglcopybuffers eglcreatecontext eglcreatepbuffersurface eglcreatepixmapsurface eglcreatewindowsurface egldestroycontext egldestroysurface eglgetconfigattrib EGL_MAX_PBUFFE_WIDTH, EGL_MAX_PBUFFE_HEIGHT, EGL_MAX_PBUFFE_PIXELS, and EGL_STENCIL_BITS are unsupported eglgetconfigs eglgetcurrentcontext eglgetcurrentdisplay eglgetcurrentsurface eglgetdisplay eglgeterror eglgetprocaddress eglinitialize eglmakecurrent eglquerycontext eglquerystring eglquerysurface eglswapbuffers eglterminate eglwaitgl eglwaitnative 22 OpenGL ES* Framework Software Developer s Guide
23 OpenGL ES Framework Implementation 3.3 States Supported In Table 3 bold italics indicates queriable interface. The GL_ prefix for all state names have been removed for simplicity. Table 3. OpenGL ES Supported States ACTIVE_TEXTUE ALIASED_LINE_WIDTH_ANG E ALIASED_POINT_SIZE_ANG E ALPHA_BITS ALPHA_TEST ALPHA_TEST_FUNC ALPHA_TEST_EF BLEND BLEND_DST BLEND_SC BLUE_BITS CLIENT_ACTIVE_TEXTUE COLO_AAY COLO_AAY_POINTE COLO_AAY_SIZE COLO_AAY_STIDE COLO_AAY_TYPE COLO_CLEA_VALUE COLO_MATEIAL COLO_WITEMASK COMPESSED_TEXTUE_ FOMATS CULL_FACE CULL_FACE_MODE CUENT_COLO CUENT_NOMAL CUENT_TEXTUE_ COODS DEPTH_BITS DEPTH_CLEA_VALUE DEPTH_FUNC DEPTH_ANGE DEPTH_TEST DEPTH_WITEMASK DITHE FOG FOG_COLO FOG_DENSITY FOG_END FOG_HINT FOG_MODE FOG_STAT FONT_FACE GEEN_BITS IMPLEMENTATION_COLO_ EAD_TYPE_OES IMPLEMENTATION_COLO_ EAD_FOMAT_OES LIGHT0 LIGHT1 LIGHT2 LIGHT3 LIGHT4 LIGHT5 LIGHT6 LIGHT7 LIGHTING LIGHT_MODEL_AMBIENT LIGHT_MODEL_TWO_SIDE LINE_SMOOTH LINE_SMOOTH_HINT LINE_WIDTH LINE_WIDTH_GANULAITY LINE_WIDTH_ANGE LOGIC_OP_MODE MATIX_MODE MAX_ELEMENTS_INDICES MAX_ELEMENTS_VETICES MAX_LIGHTS MAX_MODELVIEW_STACK_ DEPTH MAX_POJECTION_STACK_ DEPTH MAX_TEXTUE_SIZE MAX_TEXTUE_STACK_ DEPTH MAX_TEXTUE_UNITS MAX_VIEWPOT_DIMS MODELVIEW_MATIX MODELVIEW_STACK_DEPTH NOMAL_AAY NOMAL_AAY_POINTE NOMAL_AAY_STIDE NOMAL_AAY_TYPE NOMALIZE NUM_COMPESSED_ TEXTUE_FOMATS PACK_ALIGNMENT PESPECTIVE_COECTION _HINT OpenGL ES* Framework Software Developer s Guide 23
24 OpenGL ES Framework Implementation POINT_SIZE POINT_SIZE_GANULAITY POINT_SIZE_ANGE POINT_SMOOTH POINT_SMOOTH_HINT POLYGON_OFFSET_FACTO POLYGON_OFFSET_FILL POLYGON_OFFSET_UNITS POJECTION_MATIX POJECTION_STACK_DEPTH ED_BITS ESCALE_NOMAL SCISSO_BOX SCISSO_TEST SHADE_MODEL SMOOTH_LINE_WIDTH_GAN ULAITY SMOOTH_POINT_SIZE_ ANGE SMOOTH_LINE_WIDTH_ ANGE STEEO SMOOTH_POINT_SIZE_ GANULAITY SUBPIXEL_BITS TEXTUE_2D TEXTUE_BINDING_2D TEXTUE_COMPESSION_ HINT TEXTUE_COOD_AAY TEXTUE_COOD_AAY_ STIDE TEXTUE_COOD_AAY_ POINTE TEXTUE_COOD_AAY_ TYPE TEXTUE_COOD_AAY_ SIZE TEXTUE_MATIX TEXTUE_STACK_DEPTH UNPACK_ALIGNMENT VETEX_AAY VETEX_AAY_POINTE VETEX_AAY_SIZE VETEX_AAY_STIDE VETEX_AAY_TYPE VIEWPOT 24 OpenGL ES* Framework Software Developer s Guide
25 OpenGL ES Framework Implementation 3.4 Extensions Supported Table 4. Texture Environment Function Extensions Base Internal Format MODULATE_CO LO _ IMG tex func ECIP_ADD_ SIGNED_ALPHA _IMG tex func TEXTUE_ ALPHA_ MODULATE_ IMG tex func FACTO_ ALPHA_ MODULATE_ IMG tex func ALPHA Cv = Cf Cv = Cf Cv = ZEO Cv = ZEO Av = As Av = (1-As) + Af 0.5 Av = As Av = Ac LUMINANCE Cv = CfCs Cv = Cf Cv = Cs Cv = AcCs Av = Af Av = Af 0.5 Av = ONE Av = Ac LUMINANCE _ALPHA Cv = CfCs Av = As Cv = Cf Av = (1-As) + Af 0.5 Cv = AsCs Av = As Cv = AcCs Av = Ac INTENSITY Cv = CfCs Cv = Cf Cv = AsCs Cv = AcCs Av = As Av = (1-As) + Af 0.5 Av = As Av = Ac GB Cv = CfCs Cv = Cf Cv = Cs Cv = AcCs Av = Af Av = Af 0.5 Av = ONE Av = Ac GBA Cv = CfCs Cv = Cf Cv = AsCs Cv = AcCs Av = As Av = (1-As) + Af 0.5 Av = As Av = Ac Base Internal Format FAGMENT_ ALPHA_ MODULATE_ IMG tex func ADD_BLEND_ IMG tex func DOT3_ GBA tex func ALPHA Cv = ZEO Cv = Cf Undefined Av = Af Av = AfAs LUMINANCE Cv = AfCs Cv = Cf + (1- Af)Cs Undefined Av = Af Av = Af LUMINANCE _ALPHA Cv = AfCs Av = Af Cv = Cf + (1- Af)Cs Av = AfAs Undefined INTENSITY Cv = AfCs Cv = Cf + (1- Af)Cs Undefined Av = Af Av = AfAs GB Cv = AfCs Cv = Cf + (1- Af)Cs Cv = Dot3(Cf,Cs) Av = Af Av = Af Av = Dot3(Cf,Cs) GBA Cv = AfCs Cv = Cf + (1- Af)Cs Cv = Dot3(Cf,Cs) Av = Af Av = AfAs Av = Dot3(Cf,Cs) OpenGL ES* Framework Software Developer s Guide 25
26 OpenGL ES Framework Implementation NOTE: Lower case v stands for the computed value. Lower case f refers to the incoming fragment. Lower case s refers to the texture image. Lower case c refers to the texture environment color. Table 5. Specific Compressed Texture Formats Compressed Internal Format Base Internal Format GL_COMPESSED_GB_PVTC_4BPPV1_IMG GL_COMPESSED_GB_PVTC_2BPPV1_IMG GL_COMPESSED_GBA_PVTC_4BPPV1_IMG GL_COMPESSED_GBA_PVTC_2BPPV1_IMG GB GB GBA GBA The compressed texture formats can only be compressed using the PowerV* Texture Compression Tool (PVTextureTool). The 2700G Multimedia Accelerator supports the PVTC format for accelerated rendering. 26 OpenGL ES* Framework Software Developer s Guide
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