I'd really like to see a GPU Class enumeration starting with the software renderer.
android:gpuClass="integer" class 0 = software renderer class 1 = MSM7200 series class 2 = PowerVR SGX series class 3 = Some faster, more powerful GPU etc... This way, we could specify that a game only works on class-2 and above hardware. It would make it MUCH easier for us to build high-quality games targeted at "gamer" phones. This in conjunction with a GL ES version would be perfect, however I believe there will be some overlap. My gut says that using the proposed class system, one would expect class 2 and above GPUs to support OpenGL ES 2.0. Perhaps in the future some class 5 GPUs will support 2.1 or 3.0 or whatever comes down the pipeline. On Dec 18, 4:05 am, Hexage <[email protected]> wrote: > There is growing list of upcoming devices (HTC Tattoo, HTC Legend, > MOTO MT710, etc.) without hardware accelerated OpenGL. Basically all > devices based on a low-end chip (Qualcomm MSM72xx, Marvell PXA310) > will not feature GPU. However many games rely on a hardware > accelerated OpenGL for lag-free rendering. > > Currently, we can use: > > <uses-feature android:glEsVersion="integer" /> > > to specify the GLES version needed by the application. I assume that > this requirement will be satisfied with the Android PixelFlinger (the > software renderer) which is not what we want. Is there any way to > specify a hardware accelerated OpenGL as a requirement in the > manifest? > > Something like this would be great: > > <uses-feature android:name="android.hardware.gpu" /> > > Thanks, > David -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

