2.5.2. Select a renderer

A renderer is used to perform the actual rendering of a shader effect. Any device that is capable of rendering OpenGL ES 2.0 shaders can be used for this purpose. This is a powerful concept that enables you to render your shader effects on local or remote OpenGL ES 2.0 emulations, or even on actual OpenGL ES 2.0 hardware, without performing any additional configuration.

The process depends on our operating system:

Select a renderer for Windows

To select or add a renderer to be used by the Windows version of Shader Development Studio:

  1. From the Preferences dialog box, select Mali Shader Development Studio → Renderers to display the Renderers preference pane.

    Use the Renderers preference pane to manage connections to the renderers. In the Windows version, when this pane is open, it actively scans the local network for compatible devices.

    In the Windows version, the Shader Development Studio is shipped with a local renderer, that is launched automatically at start-up by the Shader Development Studio. The local renderer appears in the Renderers Found on Network list as Built-In Server. See Figure 2.8:

    Figure 2.8. Default Renderers dialog box

    Default Renderers dialog box

    Note

    The local renderer requires that the OpenGL ES 2.0 Emulator version 1.2 is installed on your system.

  2. Select the Built-In Server renderer.

  3. Click Add Selected Renderer to Known List.

    The Built-In Server is copied over to the Known Renderers list. See Figure 2.9:

    Figure 2.9. Eclipse Preferences dialog box with Renderers pane

    Eclipse Preferences dialog box with Renderers pane

    If the device is not on the local network, you can add it manually by clicking Add Renderer to List Manually…. See Renderers for more information on how to add a new renderer.

  4. Click OK to save the preferences that have been set and to close the Preferences dialog box.

  5. The Shader Development Studio software is now configured.

Select a renderer for Linux

To select or add a renderer to be used by the Linux version of Shader Development Studio:

  1. From the Preferences dialog box, select Mali Shader Development Studio → Renderers to display the Renderers preference pane.

  2. Click Add Renderer to List Manually. The Add Renderer dialog is displayed. See Figure 2.10:

    Figure 2.10. The Add Renderer dialog

    The Add Renderer dialog

  3. You can use either the renderer in the Emulator software or a renderer in a hardware device that contains a Mali GPU.

    To use the Emulator renderer:

    1. Copy the Emulator binary to the local library directory:

      sudo cp <install_location>/ARM/Mali_Developer_Tools/OpenGL_ES_2_0_Emulator_1.2.0/bin/*.so /usr/local/lib
      
    2. Ensure the emulator libraries are picked up by the Shader Server:

      sudo /sbin/ldconfig
      
    3. Enter a name for the software renderer in the Connection Name field. See Figure 2.11.

      Figure 2.11. The Add Renderer dialog with the emulator renderer

      The Add Renderer dialog with the emulator renderer

    4. Enter the local host address, which is always 127.0.0.1, in the Connection Name field.

    5. Enter a local port address in the Connection Port field. This address will be passed to the Shader Server when it starts.

    6. Click OK

    7. Restart eclipse if it is already open.

    To use a hardware renderer in an attached system:

    1. Enter a name for the hardware renderer in the Connection Name field

    2. Use /sbin/ifconfig on the target to get its internet address. Enter this value in the Connection Address field.

    3. Enter the port address which you used to start the Shader Server on the target in the Connection Port field. See Appendix A Shader Server.

    4. Click OK

  4. The renderer is added to the Known Renderers list. See Figure 2.9:

    Figure 2.12. Eclipse Preferences dialog box with Linux renderer added

    Eclipse Preferences dialog box with Linux renderer added

  5. Click OK to save the preferences that have been set and to close the Preferences dialog box.

  6. The Shader Development Studio software is now configured.

Copyright © 2009-2010 ARM. All rights reserved.DUI0504B
Non-ConfidentialID072410