1. 29 May, 2019 4 commits
    • PowerVR Graphics SDK v4.1 Release. · 93416316
      Gerry Raptis authored
      Brand-new Vulkan Backend
      Several fixes and updates in the Framework, including:
        Updates to the RefCountedResource class to allow embedding
        Performance optimizations
        Breaking up of the PVRApi into the PVRNativeApi(API bindings) and PVRApi(API abstraction)
        Several interface and implementation updates of PVRApi to improve OpenGL ES and Vulkan compatibility
        Ported HelloAPI, IntroducingPVRShell, IntroducingPVRAssets, IntroducingPVRApi, Bumpmap, Skinning, DeferredShading to Vulkan
        Created new Vulkan specific demo - the GnomeHorder (Multithreaded rendering)
    • PowerVR Graphics SDK v4.0 Release. · 3d9d919f
      Joe Davis authored
      * Ported a core of relevant SDK examples to be targeting the new PowerVR Framework
      * Examples are still classified by beginner, intermediate and advanced levels
      * Examples are now built per API family instead of per API version. At the moment, OpenGL ES Programmable pipeline (2.0+) is provided.
      * Platform max supported API version is now checked at runtime, usually creating the latest possible OpenGL context version unless otherwise instructed
      * Revamped the look and feel of the SDK examples by using new themes and assets
      
      * Brand new PowerVR Framework, replacing the PVRShell and PVRTools. The new framework consists of separate libraries providing groups of functionality as modules. These modules are PVRCore, PVRAssets, PVRShell, PVRPlatformGlue, PVRApi, PVRUIRenderer and PVRCamera
      * PVRCore provides support for the other modules
      * PVRShell provides platform abstraction/entry point (replaces the old PVRShell)
      * PVRPlatformGlue provides platform/API joining functionality to PVRShell
      * PVRApi provides an API abstraction on top of which to build the example (replacing PVRTools)
      * PVRUIRenderer provides 2D element drawing/layout functions (replaces the old tools Print3D)
      * PVRCamera provides HW Camera abstractions (replaces the CameraModule)
      * Uses C++ (namespacing, smart pointers, OOP), the C++ standard library, GLM for maths
      
      * Updated the PowerVR SDK Browser in line with the changes brought about to the PowerVR SDK
      * Source code documentation for the PowerVR Framework is packaged in their respective modules, as well as being accessible through the PowerVR SDK Browser
    • PowerVR Graphics SDK v3.5 Release. · d042dd42
      unknown authored
      The 3.5 SDK is distributed under the MIT license
    • PowerVR Graphics SDK v3.4 Release. · 8350f668
      Joe Davis authored
      Release notes:
      
      * Added support for Android arm64-v8a, x86_64 and mips64.
      
      * PVRScopeExample and PVRScopeRemote: updated for PVRScope changes.
      * PVRScopeExample: CPVRScopeGraph::SetActiveGroup() now accepts a group number even if there are no counters in that group, if there are higher groups. This allows PVRScopeExample to pass an empty group, to reach a higher, populated group number. Allows for ‘invalid’ group numbers – i.e. SW counters.
      * PVRScopeRemote:
      ** Make use of PVRScopeComms new support for nested begin/ends.
      ** Utilise the CPPLProcessingScoped helper class where appropriate.
      ** Use the optional pplWaitForConnection() function.
      ** Instrumented all remaining functions in the app (LoadTextures, LoadShaders, LoadVbos), using CPPLProcessingScoped. Also made use of the __FUNCTION__ define.
      * OGLES3ProceduralTextures: corrected input flags for glMemoryBarrier.
      
      * CPVRTPrint3D: Fixed out-of-bounds access.
      
      * CPVRTPFXEffect: Fixed the Destroy() function to destroy the texture data.
      * Fixed a bug in the implementation of PVRTMap where calling ‘Remove’ might have incorrect behaviour.
      
      * The 3.4 SDK is now distributed under the MIT license