OpenGL ES is an embedded version of OpenGL mostly used on mobile devices that offer only limited GPU capabilities compared to modern desktop GPUS.
EGL is a native platform interface that connects the windowing systems to one of Khronos’ APIs, e.g. OpenGL ES.
PowerVR、Adreno、Mali 三大主流移动 GPU。from
|ARM||OpenGL ES 2.0 Emulator v1.2 ARM Mali Emulator|
|Qualcomm||Adreno SDK 2.2 Adreno GPU SDK|
|PowerVR||PowerVR SDK PowerVR Graphics SDK|
|ANGLE - Almost Native Graphics Layer Engine Chrome、Qt & Webgl 也是基于它实现的！ QT GLES & Android emulator 自己编译 Angle 有点费力，在最新版本的 cocos2dx 拷贝出来不能用，最后发现：从最新版本的 QT 包里面把 EGL & GLESv2.dll 拷贝出来，跑的非常完美。|
ANGLE A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
2020 年 9 月 13 日，英伟达 NVIDIA 宣布以 400 亿美元收购 ARM。
Welcome to QUALCOMM's Adreno™ Software Development Kit (SDK). This is version 3.0.0 of the SDK that includes support for OpenGL ES 2.0 and 3.0 through PC emulation under Windows XP. The SDK is provided as a development environment for QUALCOMM's Adreno™ graphics processors, and is intended to help ease the learning curve of said technology.
QUALCOMM's OpenGL ES 2.0 / 3.0 Emulator is designed to emulate functionality exposed by QUALCOMM's Adreno™ GPUs. The purpose of this emulator is to aid developers in their design of OpenGL ES games and applications. The emulator allows developers to get a head start designing their graphics code before hardware supporting OpenGL ES is available, and even after this hardware becomes available developing on a PC is often advantageous due to superior developer and debugging tools.
The emulator has five major features:
Samples are to tutorials, what demos are to samples. While samples showcase complex effects that may make use of multiple tutorial concepts, demos make use of a combination of sample effects to show off the capabilities of QUALCOMM mobile graphics hardware.
Tutorials are example programs that demonstrate a specific 2D or 3D capability of our hardware. These programs are simpler to understand than sample applications, and are the recommended starting point for anyone new to OpenGL ES. Additionally, tutorials do not rely upon a framework, and do not require user input.
Samples are a little bit more complex than tutorials. They show how to achieve interesting effects using our hardware sometimes through the use of a combination of multiple tutorial techniques. Samples make use of a common code base called the "Sample Framework" that provides a platform agnostic development environment.
进阶路线：\(Tutorials \leadsto Samples \leadsto Demos\)。 If you are new to OpenGL ES 2.0, then we suggest that you go through the tutorials first, and then move on to sample programs. Currently there are no tutorials for OpenSL ES.
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PVRVFrame is provided for platforms without native support for OpenGL ES but where OpenGL is supported.
PVRVFrame is included as part of the PowerVR SDK and provides a set of desktop emulation libraries for OpenGL ES wrapping desktop OpenGL allowing deployment of OpenGL ES applications on desktop Windows, macOS, and Linux which can help to speed up development times and improve productivity.
The PVRVFrame library filenames are:
The PowerVR SDK has a number of third-party dependencies, each of which may have their own license: