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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.

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    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.

  • Developers
  • Partners
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  • Students
  • Android*
  • Android*
  • Game Development
  • C/C++
  • GameCodeSample
  • OpenGL*
  • Game Development
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    Eyes opened

    My thirteen year-old daughter is hooked on code.org. As long as I can remember, she’s been a “maker”, but it was always of the physical craft variety (think hand-stitched stuffed animals). A light bulb went off recently where I think she realized that computing is much more than being a user of someone else’s app. Instead, I’m seeing the glimmer where she realizes that she can turn pretty much any of her ideas into reality using her computer and a little ingenuity.

    Does OpenCL on Intel CPU device use CPU and HD graphic GPU at the same time?

    Hello, 

        I made a benchmark on my OpenCL application on i7-4771 and Xeon E5-2643 machine and the result is shocking me. E5-2643 spent much longer time to complete the test than i7-4771. I guess OpenCL uses both CPU and HD graphics GPU on i7-4771, but OpenCL can only use CPU on E5-2643 since it doesn't have HD graphics integrated. 

        I am not sure my guess is correct. So I am seeking answers here.

        Thanks a lot!!

    Debugging in native mode: gdb complains about libthread_db

    When I try to debug a program in native mode directly on the card using gdb, I get the following message:

    warning: Unable to find libthread_db matching inferior's thread library, thread debugging will not be available.

    As it indicates, I am unable to navigate threads. I am ssh'ing to the card directly and running the gdb built for MPSS 3.2.1. ldd on the executable shows that I am using libpthread from /lib64:

    libpthread.so.0 => /lib64/libpthread.so.0 (0x00007f30c7f77000)

    Temporary arrays in Sparse Matrix Vector Multiply Format Prototype Package

    Considering "The Intel® Math Kernel Library Sparse Matrix Vector Multiply Format Prototype Package", I have two questions:

    1) The use of a temporary array for each thread may not pay off when the number of threads increases, especially when Xeon Phi is considered. Is this problem efficiently solved in the package? In which call are memory allocated for the temporary arrays? In sparseCreateESBMatrix(), sparseDcsr2esb() or sparseDesbmv() function?

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