# Do you have a offline complier to support OpenGL

**URL:** <https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123>\
**Category:** Uncategorized\
**Created:** [January 31, 2025, 1:06pm UTC](https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123 "2025-01-31T13:06:56Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![sarathmenonp](https://avatars.discourse-cdn.com/v4/letter/s/dec6dc/32.png) [@sarathmenonp](https://forums.imgtec.com/u/sarathmenonp)\
**Post date:** [January 31, 2025, 1:06pm UTC](https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123/1 "2025-01-31T13:06:56Z")

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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.

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**Author:** ![AlejandroC](https://avatars.discourse-cdn.com/v4/letter/a/97f17d/32.png) [@AlejandroC](https://forums.imgtec.com/u/AlejandroC)\
**Post date:** [January 31, 2025, 2:23pm UTC](https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123/2 "2025-01-31T14:23:54Z")

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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](https://developer.imaginationtech.com/downloads/) (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

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**Author:** ![mdinakar](https://avatars.discourse-cdn.com/v4/letter/m/848f3c/32.png) [@mdinakar](https://forums.imgtec.com/u/mdinakar)\
**Post date:** [July 17, 2025, 1:05pm UTC](https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123/3 "2025-07-17T13:05:22Z")

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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

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**Author:** ![AlejandroC](https://avatars.discourse-cdn.com/v4/letter/a/97f17d/32.png) [@AlejandroC](https://forums.imgtec.com/u/AlejandroC)\
**Post date:** [July 17, 2025, 1:55pm UTC](https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123/4 "2025-07-17T13:55:17Z")

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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](https://github.com/powervr-graphics/Native_SDK/tree/master/examples/OpenGLES/BinaryShaders) and [Native\_SDK/examples/Vulkan/PipelineCache at master · powervr-graphics/Native\_SDK · GitHub](https://github.com/powervr-graphics/Native_SDK/tree/master/examples/Vulkan/PipelineCache) ). 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

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**Author:** ![mdinakar](https://avatars.discourse-cdn.com/v4/letter/m/848f3c/32.png) [@mdinakar](https://forums.imgtec.com/u/mdinakar)\
**Post date:** [July 24, 2025, 2:32pm UTC](https://forums.imgtec.com/t/do-you-have-a-offline-complier-to-support-opengl/4123/5 "2025-07-24T14:32:11Z")

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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
