Looking for real opengl output on mobile (not opengl es)

hi there

back to 2014 the nvidia tablet got tegra gpu to do real opengl output it make crt shader so nice

now the snapdragon or any other mobile cpu only got “opengl es” not like original desktop opengl

how we slove this on android system

thank you.

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They have Vulkan, no need opengl. You can’t force OpenGL on a device if it doesn’t support it.

It looks the same as desktop OpenGL because some GPUs have high precision float supported. I have a sd650 and it does (same image with desktop PC) while a later sd835 doesn’t (uneven scanlines etc) and sd865 does. A medium precision will render around 1000 lines properly and after that it will choke, so it you switch to integer scale, image will go less than 1000 on 1080p monitor/screen and render it properly.

you need search “opengl vs opengl es”

they are not same my point is the tegra mobile cpu it can do real opengl output just like desktop gpu.

use retroarch shader “dot.glsl” on your pc you can get same effect like my screenshots

however the phone cpu now day they only support “opengl es”

you can no longer get correct opengl output anymore.

just take look my screenshots careful.

zoom out / zoom in

see the bloom effect?

####### only real opengl can do this effect

opengl es cant do it

Vulkan cant do it too

It works perfectly fine on sd865 vulkan.

PC

i dont know much but

the nvidia tablet have a Kepler Architecture GPU

there is no a cel phone with a nvidia gpu so no opengl anymore ?

the “shining effect”

this is what im talking about …

no bloom… no shining

not best crt output

see even if you set shader to dot.glsl

it has no bloom / shining effect anymore

OpenGL ES is still a subset or better say a “profile” of OpenGL. But not the same, no way to use openGL on a device that won’t support it, some OpenGL requirements are not included on a device that only supports GLES.

As for the shader, you should ask the author to rectify any errors that you see or discovered, to handle any GLES quirks, if possible. You can always open an issue report on libretro glsl shaders github page.

thank you

but i cant

i wish somebody send them link about this thread