Mali™ GPU User Interface Engine User Guide

Version: 2.3


Table of Contents

Preface
About this book
Intended audience
Using this book
Typographical Conventions
Additional reading
Feedback
Feedback on this product
Feedback on content
1. Introduction
1.1. About the Mali GPU User Interface Engine
2. Installing the User Interface Engine
2.1. UI Engine contents
2.2. Installing the UI Engine on Microsoft Windows
2.2.1. Installation requirements for the UI Engine on Microsoft Windows
2.2.2. Installation procedure for the UI Engine on Microsoft Windows
2.3. Installing the UI Engine on Linux
2.3.1. Installation requirements for the UI Engine on Linux
2.3.2. Installation procedure for the UI Engine on Linux
3. Building the User Interface Engine
3.1. Building the UI Engine on Microsoft Windows
3.2. Running examples on Windows
3.3. Building the UI Engine on Red Hat Linux
3.4. Running examples on Red Hat Linux
3.5. Building the UI Engine for ARM Embedded Linux
3.6. Running examples on ARM Embedded Linux
4. Using the User Interface Engine
4.1. Using the UI Engine Library components
4.1.1. The UI Engine Library components
4.1.2. The UI Engine System component
4.1.3. The UI Engine Assets component
4.1.4. The UI Engine Graphics component
4.1.5. The UI Engine Utility classes
4.2. Using the Mali Binary Asset Format
4.2.1. The Mali Binary Asset format
4.2.2. Loading an Mali Binary Asset scene using the Proxy class
4.3. UI Engine tutorial examples
5. Example Shaders
5.1. About the example shaders
5.1.1. Shader demo programs
5.1.2. OpenGL ES 2.0
5.2. Example shaders
5.2.1. Simple shader example
5.2.2. Coloring
5.2.3. Texturing
5.2.4. Lighting
5.2.5. Bump mapping
5.2.6. Spherical environment mapping
5.2.7. Cube environment reflection mapping
Glossary

List of Tables

3.1. Example directories

Proprietary Notice

Words and logos marked with ® or ™ are registered trademarks or trademarks of ARM in the EU and other countries, except as otherwise stated below in this proprietary notice. Other brands and names mentioned herein may be the trademarks of their respective owners.

Neither the whole nor any part of the information contained in, or the product described in, this document may be adapted or reproduced in any material form except with the prior written permission of the copyright holder.

The product described in this document is subject to continuous developments and improvements. All particulars of the product and its use contained in this document are given by ARM in good faith. However, all warranties implied or expressed, including but not limited to implied warranties of merchantability, or fitness for purpose, are excluded.

This document is intended only to assist the reader in the use of the product. ARM shall not be liable for any loss or damage arising from the use of any information in this document, or any error or omission in such information, or any incorrect use of the product.

Where the term ARM is used it means “ARM or any of its subsidiaries as appropriate”.

Confidentiality Status

This document is Non-Confidential. The right to use, copy and disclose this document may be subject to license restrictions in accordance with the terms of the agreement entered into by ARM and the party that ARM delivered this document to.

Unrestricted Access is an ARM internal classification.

Product Status

The information in this document is final, that is for a developed product.

Revision History
Revision A14 October 2009First release for v2.2
Revision B26 January 2010Updates for v2.3 release, document name changed from Mali GPU Demo Engine User Guide.
Copyright © 2009-2010 ARM. All rights reserved.ARM DUI 0505B
Non-Confidential