Use the information in this topic to understand graphics programming for this release. This information includes topics such as binary shader program management, the shader program compiler, and image stream translation with EGLStream.
The topic is divided into six subtopics:
Binary Shader Program Management discusses how shader programs are stored, compiled, and cached.
G:S:C Shader Program Compiler discusses
glslc, the NVIDIA® Jetson™ Linux compiler for OpenGL® ES program binaries.
EGLDevice discusses mechanisms that you can use to render 3D images on a pure EGL™ display (without mediation by a windowing system).
EGLStream discusses a mechanism that efficiently transfers sequences of image frames from one API to another, e.g., from OpenGL to NVIDIA® CUDA®.
OpenGL ES Programming Tips provides tips for improving the performance of OpenGL ES applications in Jetson Linux.
Sample Applications describes the sample applications that the Jetson Linux BSP provides to demonstrate graphics features.
OpenWFD discusses mechanisms for efficiently interacting with the underlying display hardware.
Vulkan SC introduces the Vulkan SC specs and extensions.
Vulkan SC samples discusses how to build and run Vulkan SC samples.
- Binary Shader Program Management
- GLSLC Shader Program Compiler
- Runtime Configuration
- Connecting a Surface to a Screen
- Setting Up the Display with DRM
- Board-to-Display Connectors
- EGLStream Producers
- EGLStream Consumers
- EGLStream Operation Modes
- EGLStream Pipeline
- Building a Cross-Process EGLStream Pipeline
- OpenGL ES Programming Tips
- Sample Applications
- Vulkan SC
- Vulkan SC Samples