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PowerVR Graphics SDK v5.5 Release. · 0de229abOmar Zohdi authored
SDK 20.1(v5.5) release. Native SDK: * Added PVRVk helper files to the PVRVk project. * Added the Multithreading example for OpenGL ES showing how to load assets asynchronously in a worker thread while something else is rendered on the main thread. * Added the Binary Shader for OpenGL ES example showing how to load and save shaders to and from binary files. * Added the Pipeline Cache for Vulkan example showing how to load and save the pipeline cache to and from a binary file. * Added code to ensure examples exiting due to an error will have the error code correctly propagated to the command line. * Added a .gitignore file to ignore the /build folder. * Ported the basic rendering (BumpMapping) example to OpenGL ES. * Updated Gradle wrappers to version 6, Android plugin to 3.5.3 and glslang version to 8.13.3559, Vulkan headers and PVRVk to version 1.2. * Updated and upgraded the PVRCamera framework module. The Android runtime permission system is now implemented, and the asynchronous permissions functionality now works properly. * Updated the pvr::utils::createOnScreenXXX interfaces. Previously these would not work correctly with Multisampling and other more complicated interfaces. * Updated the interfaces involving the SDK taking pointers to VMA Allocators, which were smart pointers already, to taking just the smart pointers. * Modified CMake files that download external dependencies and generated files to generate them in the cmake binary directory to keep the source tree clean. * Enabled the use of VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT. * Changed the Gradle wrappers to use full src+bin Gradle distributions so that Android Studio now displays Gradle autocomplete. * Enhanced the IntroducingPVRCamera example to correctly handle different aspect ratios between the framebuffer and the camera output. * Improved the EGL Context API. Shared contexts are no longer separately wrapped objects (SharedEGLContext), but simply EGLContexts. The API has been similarly streamlined. * Fixed the implementation of multisampling on-screen framebuffers for Vulkan. Multisampling will be correctly enabled when setting the number of samples to greater than 1 in DisplayAttributes. * Fixed the implementation of appendPNext so that the new pNext structure is actually appended to the current base structure. * Fixed a flag in OpenGL ES 3 that could make the SwiftShader implementation act as if some textures were mipmap-incomplete. * Fixed an issue, by adding the getWriteAssetStream function, where the Asset Stream would be write files by default in the wrong location on Android. * Removed the non-functional Java onCreate functions from all examples except IntroducingPVRCamera. The rest of the examples were only calling super.onCreate. PVRVFrame: * Fixed a bug on Windows where a config would claim to have stencil support but the underlying config wouldn't. * Fixed a bug where framebuffer functions would return GL_INVALID_OPERATION if the read framebuffer was being modified. Refer to our release notes for more details about the changes: https://www.imgtec.com/developers/powervr-sdk-tools/whats-new/#2020r1
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