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OpenGL ES 2.0 Simulator

POM with self shadow

Intorduction

This project's main purpose is for simulating a GPU hardware on OpenGL ES 2.0. It's also my personal OpenGL ES playing and learning ground :).

The project includes a full OpenGL environment letting Custom Hardware simulator can run on it. Cause it's a hardware simultor, the OpenGL API environment's performance is not what I really care about but hardware does. You can see the whole driver part is making no sense and should be rewritten with better method if I have time. But for now, I should focus on the hardware itself rather than other part which is working fine.

The GPU simulator includes a kind of unified shader based on the NVGP4 instruction set along with a texture unit which has 2D-map, cubemapping, and isometric, anisotrpic filter surppoted. It also has a serious fixed hardware like primitive assembly, Z-Near only clipping, culling, rasterier using tile-hierarachy-recursive structure, interpolation using barycentric method, depth test, and etc....


The detail document can be found here

Cause this project is still under development, any unexpected situation is possible. Please email or report to me if you find any compiler error or bug.

Liou Jhe-Yu
lioujheyu@gmail.com
National Cheng-kung University, EE Department,
Computer Architecture and System Laboratory
Tainan, Taiwan

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  • Objective-C 81.8%
  • C 12.3%
  • C++ 5.4%
  • Yacc 0.2%
  • Lex 0.2%
  • GLSL 0.1%