Commit 3f19545f by Joe Davis

Added the SDKBrowser & its dependencies

parent f7f184c0
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<head>
<title>The PowerVR SDK Browser</title>
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<a href="http://www.powervrinsider.com" target="_blank"><img src="./images/PVRlogo.png" width="40%" height="40%" /></a>
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<div class="sitetitle">PowerVR SDK Browser</div>
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<h1>Contact Details</h1>
<h3>Forum</h3>
<p>For further support, please visit our <a href="http://forum.imgtec.com" target="_blank">forum</a>.</p>
<h3>Support and Ticketing System</h3>
<p>Alternatively, file a ticket in our <a href="https://pvrsupport.imgtec.com" target="_blank">support system</a>.</p>
<h3>PowerVR Insider</h3>
<p>To learn more about our PowerVR Graphics SDK and Insider programme, please visit our <a href="http://www.powervrinsider.com" target="_blank">community webpages</a>.</p>
<h3>General Enquiries</h3>
<p>For general enquiries, please visit our <a href="http://www.imgtec.com/about/contactus.asp" target="_blank">corporate website</a>.</p>
<hr />
<h3>Further Contact Info</h3>
Imagination Technologies Ltd.<br />
Home Park Estate<br />
Kings Langley<br />
Hertfordshire, WD4 8LZ<br />
United Kingdom</p>
<p>Tel: +44 (0)1923 260511</p>
<p>Fax: +44 (0)1923 277463</p>
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<h1>Documentation</h1>
<p>This page provides a list of documents relevant to the SDK, including architecture guides, specifications and whitepapers. These documents are also accessible from the <a href="../../Documentation/" target="_blank">Documentation</a> folder.</p>
<hr/>
<p><a href="#architecture" class="link">Architecture Guides</a> | <a href="#specification" class="link">Specifications</a> | <a href="#whitepaper" class="link">Whitepapers</a></p>
<div id="architecture">
<h2>Architecture Guides</h2>
<ul>
<li><a href="../Architecture Guides/PowerVR Hardware.Architecture Overview for Developers.pdf" target="_blank" class="link">PowerVR Hardware Architecture Overview for Developers</a></li>
<li><a href="../Architecture Guides/PowerVR.Performance Recommendations.pdf" target="_blank" class="link">PowerVR Performance Recommendations</a></li>
<li><a href="../Architecture Guides/PowerVR Performance Recommendations.The Golden Rules.pdf" target="_blank" class="link">PowerVR Performance Recommendations: The Golden Rules</a></li>
<li><a href="../Architecture Guides/PowerVR.Supported Extensions.OpenGL ES.EGL.pdf" target="_blank" class="link">PowerVR Supported Extensions</a></li>
</ul>
</div>
<div id="specification">
<h2>Specifications</h2>
<ul>
<li><a href="../Specifications/PFX Language Format.Specification.pdf" target="_blank" class="link">PFX Language Format Specification</a></li>
<li><a href="../Specifications/POD File Format.Specification.pdf" target="_blank" class="link">POD File Format Specification</a></li>
<li><a href="../Specifications/PVR File Format.Specification.pdf" target="_blank" class="link">PVR File Format Specification</a></li>
<li><a href="../Specifications/PVR File Format.Specification.Legacy.pdf" target="_blank" class="link">PVR File Format Specification (Legacy)</a></li>
</ul>
</div>
<div id="whitepaper">
<h2>Whitepapers</h2>
<ul>
<li><a href="../Whitepapers/3D Navigation Rendering Techniques.Whitepaper.pdf" target="_blank" class="link">3D Navigation Rendering Techniques Whitepaper</a></li>
<li><a href="../Whitepapers/Dual Paraboloid Environment Mapping.Whitepaper.pdf" target="_blank" class="link">Dual Paraboloid Environment Mapping Whitepaper</a></li>
<li><a href="../Whitepapers/Edge Detection.Whitepaper.pdf" target="_blank" class="link">Edge Detection Whitepaper</a></li>
<li><a href="../Whitepapers/NavDataTools.Reference Guide.pdf" target="_blank" class="link">Navigational Data Tools Reference Guide</a></li>
<li><a href="../Whitepapers/Navigation Rendering Techniques.Whitepaper.pdf" target="_blank" class="link">Navigation Rendering Techniques Whitepaper</a></li>
<li><a href="../Whitepapers/Parallax Bumpmapping.Whitepaper.pdf" target="_blank" class="link">Parallax Bumpmapping Whitepaper</a></li>
<li><a href="../Whitepapers/Post Processing Effects.Whitepaper.pdf" target="_blank" class="link">Post Processing Effects Whitepaper</a></li>
<li><a href="../Whitepapers/Shader Based Water Effects.Whitepaper.pdf" target="_blank" class="link">Shader Based Water Effects Whitepaper</a></li>
<li><a href="../Whitepapers/UI Example.Whitepaper.pdf" target="_blank" class="link">UI Example Whitepaper</a></li>
</ul>
</div>
</div>
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<head>
<title>The PowerVR SDK Browser</title>
<meta charset="UTF-8" />
<link rel="stylesheet" type="text/css" href="style.css">
<link rel="icon" type="image/png" href="./images/img-icon.png">
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<div id="GlobalHeader">
<div class="logo">
<a href="http://www.powervrinsider.com" target="_blank"><img src="./images/PVRlogo.png" width="40%" height="40%" /></a>
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<div class="sitetitle">PowerVR SDK Browser</div>
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<div id="NavContainer">
<nav>
<div class="navlink">
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</div>
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</div>
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<a href="Examples.html" class="current">Examples</a>
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<a href="Framework.html">Framework</a>
</div>
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<a href="Documentation.html">Documentation</a>
</div>
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<a href="PowerVRTools.html">PowerVR Tools</a>
</div>
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<a href="ReleaseNotes.html">Release Notes</a>
</div>
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<!--API_TAB-->
<div id="SubNavContainer"><nav><div class="subnavlink"><a href="./OGLES.html">OpenGL ES 1.x</a></div>
<div class="subnavlink"><a href="./OGLES2.html">OpenGL ES 2.0</a></div>
<div class="subnavlink"><a href="./OGLES3.html">OpenGL ES 3.x</a></div>
</nav></div>
<div class="content">
<h1>Examples</h1>
<img src="./images/ExamplesPageGraphic.png"/>
<p>The <a href="../../Examples" target="_blank">Examples</a> folder supplied with this SDK contains several applications to show API-specific features in a simplified form. The examples are classified into beginner, intermediate and advanced categories, and the code has been thoroughly commented to help developers understand the API and get started.</p>
<p><em><strong>Note:</strong> Some of the examples do not handle screen rotation in order to keep the code as simple as possible. On devices with a portrait display the images below may appear stretched.</em></p>
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<!DOCTYPE html>
<html lang="en">
<head>
<title>The PowerVR SDK Browser</title>
<meta charset="UTF-8" />
<link rel="stylesheet" type="text/css" href="style.css">
<link rel="icon" type="image/png" href="./images/img-icon.png">
</head>
<body>
<div id="GlobalHeaderContainer">
<div id="GlobalHeader">
<div class="logo">
<a href="http://www.powervrinsider.com" target="_blank"><img src="./images/PVRlogo.png" width="40%" height="40%" /></a>
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<div class="navlink">
<a href="Home.html">Home</a>
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<div class="navlink">
<a href="GettingStarted.html">Getting Started</a>
</div>
<div class="navlink">
<a href="Examples.html">Examples</a>
</div>
<div class="navlink">
<a href="Framework.html" class="current">Framework</a>
</div>
<div class="navlink">
<a href="Documentation.html">Documentation</a>
</div>
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<a href="PowerVRTools.html">PowerVR Tools</a>
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<a href="ReleaseNotes.html">Release Notes</a>
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</nav>
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<div class="content">
<h1>Framework</h1>
<p>The PowerVR Graphics SDK provides a framework which is made up of PVRShell and PVRTools.
PVRShell is a simple, light-weight architecture for the barebones of application setup, shutdown and event handling.
It is designed to streamline the process of writing cross-platform graphics applications.
PVRTools, on the other hand, is a cross-platform tools library containing the most commonly used functionality in a 3D graphics application.</p>
<hr/>
<p><a href="#PVRShell" class="link">PVRShell</a> | <a href="#PVRTools" class="link">PVRTools</a></p>
<div id="PVRShell">
<h2>PVRShell</h2>
<p>PVRShell is used in all our <a href="Examples.html">Examples</a> (except for HelloAPI) to provide a common framework for developing OpenGL ES applications on any PowerVR platform. The shell takes a set of command-line arguments which allow items like the position and size of the example to be controlled. The table below identifies these options.</p>
<table>
<thead>
<th>Option</th><th>Description</th>
</thead>
<tr>
<td>-aasamples=N</td><td>Sets the number of samples to use for full screen anti-aliasing, e.g., 0, 2, 4, 8.</td>
</tr>
<tr>
<td>-c=N</td><td>Save a single screenshot or a range, for a given frame or frame range, e.g., -c=14, -c=1-10.</td>
</tr>
<tr>
<td>-colourbpp=N or -cbpp=N</td><td>Frame buffer colour bits per pixel. When choosing an EGL config, N will be used as the value for EGL_BUFFER_SIZE.</td>
</tr>
<tr>
<td>-config=N</td><td>Force the shell to use the EGL config with ID N.</td>
</tr>
<tr>
<td>-depthbpp=N or -dbpp=N</td><td>Depth buffer bits per pixel. When choosing an EGL config, N will be used as the value for EGL_DEPTH_SIZE.</td>
</tr>
<tr>
<td>-discardframeall</td><td>Selects whether to explicitly request a discard of all contents of the relevant framebuffer at the end of every frame to save bandwidth.</td>
</tr>
<tr>
<td>-discardframecolour</td><td>Selects whether to explicitly request a discard of the frame colour of the relevant framebuffer at the end of every frame to save bandwidth. Default: false.</td>
</tr>
<tr>
<td>-discardframedepth</td><td>Selects whether to explicitly request a discard of the frame depth of the relevant framebuffer at the end of every frame to save bandwidth. Default: true.</td>
</tr>
<tr>
<td>-discardframestencil</td><td>Selects whether to explicitly request a discard of the frame stencil of the relevant framebuffer at the end of every frame to save bandwidth. Default: true.</td>
</tr>
<tr>
<td>-display</td><td>EGL only. Allows specifying the native display to use if the device has more than one.</td>
</tr>
<tr>
<td>-forceframetime=N or -fft=N</td><td>Force PVRShellGetTime to report fixed frame time.</td>
</tr>
<tr>
<td>-fps</td><td>Output frames per second.</td>
</tr>
<tr>
<td>-fullscreen=[1,0]</td><td>Runs in full-screen mode (1) or windowed (0).</td>
</tr>
<tr>
<td>-height=N</td><td>Sets the viewport height to N.</td>
</tr>
<tr>
<td>-info</td><td>Output setup information to the debug output.</td>
</tr>
<tr>
<td>-posx=N</td><td>Sets the x coordinate of the viewport.</td>
</tr>
<tr>
<td>-posy=N</td><td>Sets the y coordinate of the viewport.</td>
</tr>
<tr>
<td>-powersaving=[1,0] or -ps=[1,0]</td><td>Where available enable/disable power saving.</td>
</tr>
<tr>
<td>-priority=N</td><td>Sets the priority of the EGL context.</td>
</tr>
<tr>
<td>-quitafterframe=N or -qaf=N</td><td>Specify the frame after which to quit.</td>
</tr>
<tr>
<td>-quitaftertime=N or -qat=N</td><td>Specify the time after which to quit.</td>
</tr>
<tr>
<td>-rotatekeys=N</td><td>Sets the orientation of the keyboard input. N can be 0-3, where 0 is no rotation.</td>
</tr>
<tr>
<td>-screenshotscale=N</td><td>Allows to scale up screenshots to a bigger size (pixel replication).</td>
</tr>
<tr>
<td>-sw</td><td>Software render.</td>
</tr>
<tr>
<td>-version</td><td>Output the SDK version to the debug output.</td>
</tr>
<tr>
<td>-vsync=N</td><td>Where available modify the app's vsync parameters.</td>
</tr>
<tr>
<td>-width=N</td><td>Sets the viewport width to N.</td>
</tr>
</table>
<p>PVRShell also provides limited keyboard input which may vary depending on your actual platform. If your platform has full keyboard support, the <span class="code">Q</span> key will quit the application and the cursor keys will allow looping through the application options.</p>
<p>The PVRShell source can be found in the <a href="../../Shell/">Shell</a> folder in the SDK package. Further documentation is available at <a href="../../Shell/Documentation/Index.html">Shell/Documentation</a>.</p>
</div>
<div id="PVRTools">
<h2>PVRTools</h2>
<p>The PVRTools library consists of various modules designed to facilitate common tasks associated with hardware accelerated graphics rendering. This includes:</p>
<ul>
<li><p><strong>Vector, matrix and quaternion mathematics:</strong> Helpers to calculate and operate transformation matrices and other associated mathematical operations.</p></li>
<li><p><strong>OpenGL ES extension handling:</strong> This helps to load and use OpenGL ES extension functions and capabilities.</p></li>
<li><p><strong>3D font drawing:</strong> A very flexible engine to handle font maps.</p></li>
<li><p><strong>POD loader:</strong> Helpers to load and access the model data included in PowerVR Object Data (POD) files.</p></li>
<li><p><strong>PVR loader:</strong> Helpers to upload and manage textures exported to the PVR texture container format.</p></li>
<li><p><strong>PFX loader:</strong> Helpers to load and access PowerVR Effects (PFX) files, which contain vertex and fragment shaders.</p></li>
</ul>
<p>The Tools library is used extensively throughout the PowerVR SDK. The PVRTools source can be found in the <a href="../../Tools/">Tools</a> folder in the SDK package. Further documentation is available at <a href="../../Tools/Documentation/Index.html">Tools/Documentation</a>.</p>
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<img src="./images/WelcomeGraphic.png"/>
<p>The PowerVR Graphics SDK includes tutorials, source code, documentation, platform abstraction frameworks and a highly integrated suite of tools. For further details regarding your SDK installation, please visit the <a href="./GettingStarted.html">Getting Started</a> page.</p>
<p>The <a href="./Examples.html">Examples</a> page features a range of methods from initialising the API through to complex 3D graphics techniques. Many of these take advantage of our <a href="./Framework.html">Framework</a> which includes PVRShell abstraction layer and PVRTools library, both of which are available as source libraries.</p>
<p>We've also supplied a range of documents which can be accessed from the <a href="./Documentation.html">Documentation</a> page. These documents include the relevant list of architecture guides, specifications, user manuals and whitepapers.</p>
<p>Additional information is provided in this browser regarding the PowerVR suite of utilities (see <a href="./PowerVRTools.html">PowerVR Tools</a> page). A <a href="./ReleaseNotes.html">Release Notes</a> page is also present, detailing what's changed in this release.</p>
<p>Developers can join the PowerVR Insider programme and interact with the community through online forums at <a href="http://www.powervrinsider.com" target="_blank">www.powervrinsider.com</a>. Also visit our <a href="./Contact.html">Contact</a> page for further details on how to get in touch with us.</p>
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<h1>PowerVR Tools</h1>
<p>The suite of utilities in the SDK is designed to enable rapid graphics application development. It targets a range of areas including asset exporting and optimization, PC emulation, prototyping environments, online and offline performance analysis tools and many more.</p>
<p>Each utility supports Windows, OS X and Linux. The minimum requirements are as follows (older versions might still work but limited support will be provided):</p>
<ul>
<li>Windows 7</li>
<li>OS X – An Intel based machine with 10.7 (Lion)</li>
<li>Linux – Ubuntu 12.04</li>
</ul>
<p>Some utilities may have additional requirements, such as minimum version of OpenGL. For more information, please refer to the webpage of the utility you are interested in.</p>
<hr/>
<p><a href="#AssetDeployment" class="link">Asset Deployment Utilities</a> | <a href="#Development" class="link">Development Utilities</a> | <a href="#PerformanceAnalysis" class="link">Performance Analysis Utilities</a></p>
<div id="AssetDeployment">
<h2>Asset Deployment Utilities</h2>
<ul class="utility">
<li>
<img src="./images/PVRTexTool_300x182.png"/>
<h3>PVRTexTool</h3>
<p>This is a texture compression tool that supports all OpenGL, OpenGL ES and DirectX formats as well as PowerVR compression formats (PVRTC).</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrtextool/" target="_blank">Find out more about PVRTexTool</a></p>
</li>
<li>
<img src="./images/PVRGeoPOD_300x182.png"/>
<h3>PVRGeoPOD</h3>
<p>An exporter tool that facilitates exporting 3D scenes and their associated geometry data to the PowerVR Object Data (POD) optimized format.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrgeopod/" target="_blank">Find out more about PVRGeoPOD</a></p>
</li>
</ul>
</div>
<div id="Development">
<h2>Development Utilities</h2>
<ul class="utility">
<li>
<img src="./images/PVRShaman_300x182.png"/>
<h3>PVRShaman</h3>
<p>This is a shader composer that uses PowerVR Object Data (POD) files and the PowerVR Effects (PFX) format to enable visual prototyping and profiling of shaders for OpenGL ES 2.0 and 3.0.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrshaman/" target="_blank">Find out more about PVRShaman</a></p>
</li>
<li>
<img src="./images/PVRVFrame_300x182.png"/>
<h3>PVRVFrame</h3>
<p>A collection of libraries that emulate OpenGL ES 1.x, 2.0, 3.0 and 3.1 as well as PowerVR extensions on development machines that do not natively support these Khronos APIs.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrvframe/" target="_blank">Find out more about PVRVFrame</a></p>
</li>
<li>
<img src="./images/PVRShaderEditor_300x182.png"/>
<h3>PVRShaderEditor</h3>
<p>An editing tool to rapidly develop and optimize shaders for PowerVR graphics cores. PVRShaderEditor integrates our off-line GLSL ES compilers to enable as-you-type performance estimates.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrshadereditor/" target="_blank">Find out more about PVRShaderEditor</a></p>
</li>
</ul>
</div>
<div id="PerformanceAnalysis">
<h2>Performance Analysis Utilities</h2>
<ul class="utility">
<li>
<img src="./images/PVRTune_300x182.png"/>
<h3>PVRTune</h3>
<p>This utility is a real-time GPU performance analysis tool. It captures hardware timing data and counters which facilitate the identification of performance bottlenecks.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrtune/" target="_blank">Find out more about PVRTune</a></p>
</li>
<li>
<img src="./images/PVRMonitor_300x182.png"/>
<h3>PVRMonitor</h3>
<p>An on-device hardware profiling tool for Android that displays real-time CPU and GPU performance data. PVRMonitor allows rapid visibility of performance fluctuations even at high frame rates.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrmonitor/" target="_blank">Find out more about PVRMonitor</a></p>
</li>
<li>
<img src="./images/PVRScope_300x182.png"/>
<h3>PVRScope</h3>
<p>Performance analysis library for developers to retrieve GPU counter data. It also works alongside PVRTune to complement it with custom markers and counters.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrscope/" target="_blank">Find out more about PVRScope</a></p>
</li>
<li>
<img src="./images/PVRTrace_300x182.png"/>
<h3>PVRTrace</h3>
<p>An OpenGL ES API recording and analysis utility. PVRTrace GUI provides off-line tools to inspect captured data, identify redundant calls, highlight costly shaders and many more.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrtrace/" target="_blank">Find out more about PVRTrace</a></p>
</li>
<li>
<img src="./images/PVRHub_300x182.png"/>
<h3>PVRHub</h3>
<p>This is a PVRTrace and PVRTune configuration tool for Android and Linux, which allows recording and profiling on device.</p>
<p><a href="http://community.imgtec.com/developers/powervr/tools/pvrhub/" target="_blank">Find out more about PVRHub</a></p>
</li>
</ul>
</div>
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