Robert,  your right. Accessing the gl extensions at runtime will tell
us what effects we can use. But I Wa thinking that even if all the
extensions I want are available, maybe my program uses them all very
heavily and I want to limit that based on the class (horsepower) of
the gpu. I have not done much OpenGL programming so maybe this is not
really a case that comes up.

On Dec 18, 5:43 pm, Robert Green <[email protected]> wrote:
> Shaun,
>
> Most "effects" are things that you program so to enable/disable them,
> you have to do it in your own code.  Most other primitive features
> like fog, lights and texture filtering are all controllable in GL, so
> you wouldn't need any additional configuration options for your GPU.
>
> I'm comfortable saying that all we need is a relative class of GPUs
> that basically indicates how much raw power they have.  I'm trying to
> make my new game scale across all phones but I'm having a problem on
> the ones with software renderer.  No matter how far I drop the res of
> my textures or how basic I make things, I can't get over 10 fps on
> it.  That's where I'd like to draw the line and say that my game just
> can't be installed on it.  I know I can never provide a good
> experience on it, and thus the basic class system.
>
> On Dec 18, 2:15 pm, shaun <[email protected]> wrote:
>
>
>
> > And to be able to access the device's setting for GPU class (or
> > whatever it ends up being) programmatically at runtime if we want to
> > disable/enable features/effects based upon its value.
>
> > On Dec 18, 3:12 pm, shaun <[email protected]> wrote:
>
> > > I think Robert Green is on the right track.  We need something like
> > > this now!
>
> > > On Dec 18, 2:34 pm, Robert Green <[email protected]> wrote:
>
> > > > 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- Hide quoted text -
>
> > > > - Show quoted text -- Hide quoted text -
>
> > > - Show quoted text -

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