As I understand it, full Hardware enabled OpenGL is capable on the BeagleBlack with the 3.2 Kernel. Can I find an Angstrom or Debian image lying around with this, or do I roll my own?
Why do digital archaeology? I’ve heard SGX war working also on newer kernels >3.12
The 3.2 kernel is pre-DRM, and it had full support for SGX. 3.8+ kernels use the new DRM kernel infrastructure, which is quite different. TI put their SGX development resources into the newer 3.12+ kernels, so that is where you should start looking. There is also a set of patches against the 3.8 kernel to add the SGX node to the device tree and enable a needed clock. I’m not sure what the current state of SGX support is in the 3.14 kernel tree.
My understanding is that you must use Qt Embedded to interface with the SGX 3.8/3.12/3.13 kernel driver to receive the pixmaps generated with the rendered scene. I was looking into putting together an image with everything set up for EGL, but I just haven’t had the time. Debian sticks to open source everything, so you won’t see the proprietary PowerVR software in a base Debian distro package. You’ll have to mess around a bit to get all of the pieces built and working: patched kernel, SGX libs and kernel module, and Qt Embedded.
Robert has a lot of good info on this in the comments section of the BBB’s eewiki page, so that is where I’d look to get a better idea of what you’re up against:
http://eewiki.net/display/linuxonarm/BeagleBone+Black+Comments
Oh, and if you’d like to give the 3.2 kernel a shot, I’d suggest pulling the kernel out of the Rowboat Android source tree. They use 3.2 in that for SGX acceleration.
It’s OpenGLES, not OpenGL…
@denix & @Andrew_Henderson Thanks. Was trying to run Minecraft on the BBB and I finally got LWJGL sorted out, but it was god awful slow, and I figured Open GL would be the next step. Least I knew before I started poking on it again. Any chance I could get Retroplayer XBMC working if it relies on Open GL calls, or is that a long shot as well?
the SoC doesn’t have hw accelerated codecs, so you’ll be limited to whatever the ARM can handle codec wise.
So GLES would only help with the flashy UI.