OpenGL*

Analyzing the performance of C/C++ and debugging OpenGL ES* frames on mainstream ARM* and x86 Android* devices

When developing an Android* application, you usually need to test, optimize, and debug on many different platforms. While basically every hardware and chip manufacturer provides a set of custom tools for this, developers can find it cumbersome to install and learn how to use all of them.

Since their latest releases (2014 R2 as of now), Intel® Graphics Performance Analyzers (Intel® GPA), Intel® Frame Debugger, and Intel® VTune™  Amplifier are able to support most mainstream Android 4.x devices, regardless of their architecture (ARM* or x86).

  • Entwickler
  • Android*
  • Android*
  • Intel® VTune™ Amplifier
  • Graphics Performance Analyzers
  • OpenGL*
  • Debugging
  • Spieleentwicklung
  • 采用由英特尔® 核芯显卡和锐炬™ 显卡增强的开放标准的 Adobe Photoshop*

    Download PDF [1.13MB]

    介绍

    在本文中,我们将探讨过去几年内,Adobe 工程师使用 OpenGL* 和 OpenCL™ 增强 Photoshop 以提高硬件可用性方面所取得的进步。 Adobe 团队选择了两种特性模糊锐化(Blur Sharpen)和智能锐化(Smart Sharpen)作为近期工作的重心,因为此两者提供的处理速度和质量都不够理想。 我们将在本文中讨论这两种特性的效果。 

  • Entwickler
  • Microsoft Windows* 8
  • Windows*
  • Anfänger
  • Intel® SDK für OpenCL™ Anwendungen
  • OpenCL™ Code Builder
  • Intel® Integrated Native Developer Experience (INDE)
  • OpenCL*
  • OpenGL*
  • Intel ® HD
  • Intel Iris Graphics
  • Adobe Photoshop
  • Grafik
  • Graphics Performance Analyzers FAQ

    This article is the "Frequently Asked Questions" (FAQ) for the Graphics Performance Analyzers. These tools help game developers analyze and optimize their games and graphics applications.
  • Entwickler
  • Android*
  • Microsoft Windows* (XP, Vista, 7)
  • Microsoft Windows* 8
  • Spieleentwicklung
  • Intel® Integrated Native Developer Experience (INDE)
  • Graphics Performance Analyzers
  • FAQ
  • OpenGL*
  • Spieleentwicklung
  • Grafik
  • OpenGL* ES 3.0 Precompiled Shaders

    Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation.

    Programmatically compiling all shaders the first time an application is run and saving the binaries for reuse can significantly reduce load times for games in subsequent runs. The OpenGL* ES 3.0 sample code introduced here demonstrates a simple implementation of this capability.

  • Entwickler
  • Partner
  • Professoren
  • Studenten
  • Android*
  • Android*
  • Spieleentwicklung
  • C/C++
  • Experten
  • Fortgeschrittene
  • OpenGL*
  • GameCodeSample
  • Lizenzvertrag: 

    OpenGL* ES 3.0 Instanced Rendering

    This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

    By batch-rendering multiple versions of the same mesh, instanced rendering can help developers using OpenGL* ES 3.0 and later dramatically improve performance and resource efficiency. The sample code introduced here demonstrates a simple technique for using this capability.

  • Entwickler
  • Partner
  • Professoren
  • Studenten
  • Android*
  • Android*
  • Spieleentwicklung
  • C/C++
  • GameCodeSample
  • OpenGL*
  • Spieleentwicklung
  • Lizenzvertrag: 

    OpenGL* abonnieren