Do you have a offline complier to support OpenGL

Does PowerVR provide an offline shader compiler for OpenGL ES? I am looking for a tool that compiles shaders on Pc/OSX/Linux with an output compatible with TI J721S2 TDA4VE TDA4AL TDA4VL.

Hi sarathmenonp,

Welcome to the PowerVR Developer Forum!

You can find our offline profiling compilers for Windows and Linux under the Profiling Compilers download in our PowerVR Developer Portal Login - Imagination Developers (please note you will need to sign up to our Developer Portal in order to access those downloads).

Correct me if I am wrong but all three TI boards you are interested in (TDA4VE, TDA4AL and TDA4VL) have a PowerVR BXS-4-64 GPU. This GPU is supported by the offline profiling compilers.

Best regards,
Alejandro

Hi,
I am also looking for Offline shader compiler for BXS-4-64. I checked the Profiling Compiler downloaded from PVR tools but it has no support for BXS-4-64.
Output is as follows List of BVNCs:
1.39.4.19: Series 6 G6200, RCar-H2
1.75.2.30: Series 6 G6200, Alwinner-A80
1.82.4.5: Series 6 G6400, MT6595
4.29.2.51: Series 6 XT GX6650, MT8173 Chromebook
4.31.4.55: Series 6 XT GX6450, TC3
4.40.2.51: Series 6 XT GE6250, RCar-M3
4.43.6.62: Series 6 XT GX6650, RCar-H3
4.45.2.58: Series 6 XT GX6250, RCar-M3
4.46.6.62: Series 6 XT GX6650, RCar-H3
5.11.1.46: Series 6 XE G6110, RK3368
5.9.1.46: Series 6 XE G6110, RK3368
6.34.4.35: Series 6 XR GR6500, Plato
10.33.4.25: Series 7 XTP GT7400, MT6799 Helio X30
22.30.54.25: Series 8 XE GE8300, MT6761 Helio A22
22.46.54.330: Series 8 XE GE8310, Synaptics BG5CT
22.67.54.30: Series 8 XE GE8300, RCar-D3
22.87.104.18: Series 8 XEP GE8320, MT6765 Helio P35 Doma
24.50.208.504: Series 9 XM GM9445, MT6779 Helio P90
35.2.1632.34: Series B BXS-32-1024, PULAR-A
35.3.408.101: Series B BXM-8-256, MediaTek Dimensity 930
35.4.1632.23: Series B BXT-32-1024, PULAR
36.52.104.182: Series B BXM-4-64, DAMPIER
38.4.2448.402: Series C CXT-48-1536-RT3, QUEEN

I want to compile the shader offline and load it into the memory directly for one of my embedded application. Any help here will be appreciated
Regards
DInakar

Hi DInakar,

Thanks for your message and welcome to the PowerVR Developer Forum!

The offline shader compilers will not generate the final binary blob you feed the GPU, they are mostly for profiling and optimisations.

One way to achieve your goal is to use a functionality already present in OpenGL ES (binary Shaders) and Vulkan ( pipeline caches ). Our SDK has an example showing how to implement it (
Native_SDK/examples/OpenGLES/BinaryShaders at master · powervr-graphics/Native_SDK · GitHub and Native_SDK/examples/Vulkan/PipelineCache at master · powervr-graphics/Native_SDK · GitHub ). Also take into account that if you change the GPU drivers, the precompiled binaries will not work, so you will need a way to identify what driver version you used for those specific precompiled binaries and verify before using them.

Best regards,
Alejandro

Thanks Alejandro For a good pointer. Can you please point me to the Mesa Vulkan driver code where PipelineCache is supported for PVR device? I want to understand this code in more detail.
Regards
Dinakar