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

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