one more thing Mathian I suppose that Android uses the OPENCORE from packet video to do all the stuffs related to video encoding and decoding. I want to use the built in capabilities of my processor which provides Standard level encoding/decoding of multiple content formats including MPEG4, H.263, H.264. How i will use the inbuilt hardware based encoding decoding instead of Android's software based opencore ?
On Nov 26, 1:01 pm, Mathias Agopian <[EMAIL PROTECTED]> wrote: > On Tue, Nov 25, 2008 at 10:54 PM, Pivotian <[EMAIL PROTECTED]> wrote: > > > sorry for some confusing questions. I was supposed to ask the 3D > > accelerator stuffs ans codec stuffs separately but got mixed up both > > the things together in the end. but the things is clear that Currently > > Android won't support 3D hardware acceleration and its work is in > > progress. > > Android can support h/w accelerated 3D (the G1 does), however, it is > not easy to integrate an h/w accelerated OpenGL ES driver at the > moment, because there is no "hardware abstraction layer" for it. > > The first thing you need to do is write an OpenGL ES driver. Nobody > will do that for you, it is h/w dependent -- this driver consists of a > kernel module and a libhgl.so library which is a full OpenGL > implementation (with EGL), *you* must provide this (or you h/w > vendor). Once you have that, you need to integrate it with Android's > EGL; but there are no documentation (and frankly no clear way to do it > other than "hacking" in various places (mainly libui and > surfaceflinger). > > In hopefully the near future, there will be a framework to allow you > to integrate your own OpenGL drivers with Android (more) easily; this > is simply not ready now. > > mathias > > > The next thing is about the video codecs which i have just pointed in > > the previous question? > > > On Nov 26, 11:26 am, Pivotian <[EMAIL PROTECTED]> wrote: > >> hi Mathian > > >> The point is that the processor features a built-in, state-of-the-art > >> 3D, 4M triangles/sec hardware accelerator with OpenGL ES 1.1/ 2.0 and > >> D3DM API support.Also Built-in hardware and Multi-Format Codec to > >> enhance the multimedia experience: Supports Standard Definition (SD) > >> level encoding/decoding of multiple content formats including MPEG4, H. > >> 263, H.264 and VC1. > > >> I didn't knew that its a complicated thing to use the capabilities of > >> our processor which contains inbuilt encoding/decoding of multiple > >> formats instead of opencore provided by Android. > >> So you mean to say that with above configuration of hardware its not > >> currently possible to enable Android to use hardware accelerator > >> instead of android software codecs. > > >> On Nov 26, 10:42 am, Mathias Agopian <[EMAIL PROTECTED]> wrote: > > >> > On Tue, Nov 25, 2008 at 9:16 PM, Pivotian <[EMAIL PROTECTED]> wrote: > > >> > > Also Mathias, i was unable to find any information related to > >> > > "libhgl.so", could you please guide me regarding that too. Where i can > >> > > get that file? > > >> > There are not information about it at the moment because, as I said, > >> > Android cannot handle arbitrary OpenGL h/w accelerators. This is being > >> > worked on though. > > >> > I should have been more clear; the short answer is "it is not possible > >> > to use h/w accelerated GL with version 1.0". > > >> > Mathias > > >> > > On Nov 26, 10:04 am, Pivotian <[EMAIL PROTECTED]> wrote: > >> > >> thanks Mathias & Markus for your quick responses. > >> > >> Mathias, currently the system/lib folder doesn't contain the > >> > >> "libhgl.so" specified by you. Do you mean to say that we have to add > >> > >> this file extra into this folder so that libGLES_CM.so, will load it > >> > >> at runtime and defer to it for 3D h/w acceleration ? If this is case i > >> > >> will try that stuff. And one more thing is, how i am going to make > >> > >> sure that android will use the hardware codecs rather software codecs > >> > >> because currently I have no board, so with out the real hardware, how > >> > >> i am going to know that? As i specified earlier do i have to make any > >> > >> changes anywhere in the android code to support hardware acceleration > >> > >> apart from adding the "libhgl.so" file? > > >> > >> On Nov 26, 3:03 am, Mathias Agopian <[EMAIL PROTECTED]> wrote: > > >> > >> > Hi, > > >> > >> > You need to supply "libhgl.so", which must be a regular OpenGL ES > >> > >> > library. libGLES_CM.so, will load it at runtime and defer to it for > >> > >> > 3D > >> > >> > h/w acceleration. > > >> > >> > implementing your own h/w accelerated libhgl.so right now is very > >> > >> > difficult because Android is not ready for this just yet. this is an > >> > >> > area we're working on as we speak. > > >> > >> > mathias > > >> > >> > On Tue, Nov 25, 2008 at 1:55 PM, Markus <[EMAIL PROTECTED]> wrote: > > >> > >> > > Hi, > > >> > >> > > are you sure, that you need 3D acceleration to enable those > >> > >> > > codecs? Or > >> > >> > > does your platform offer specialized chips for doing that codec > >> > >> > > job? I > >> > >> > > do not know any OpenGL related stuff, that provides access > >> > >> > > hardware > >> > >> > > codecs, but I am not familiar with OpenGL-ES. Do you know, how you > >> > >> > > access on your original platform to those codecs in low level? Are > >> > >> > > there special libs, which you could recompile for Android? > >> > >> > > If you really need libGLES_CM.so, you must find a way to replace > >> > >> > > it by > >> > >> > > our vendor specific implementation, which must also be converted > >> > >> > > to > >> > >> > > Android and might require a kernel module to get fast hardware > >> > >> > > access. > >> > >> > > So you have to port that kernel module and all the OpenGL related > >> > >> > > stuff, that is vendor dependent in you case. Maybe it is just > >> > >> > > enough > >> > >> > > to integrate hardware support to your kernel, as OpenGL is > >> > >> > > something > >> > >> > > like a client/server system. Did you already check, which > >> > >> > > libraries/ > >> > >> > > devices does libGLES_CM.so access? At the moment, I cannot give > >> > >> > > you > >> > >> > > more details about hardware 3D on Android, it is something that I > >> > >> > > will > >> > >> > > investigate in the future again. > > >> > >> > > bye > >> > >> > > Markus > > >> > >> > > On 25 Nov., 13:31, Pivotian <[EMAIL PROTECTED]> wrote: > >> > >> > >> I got to know that in Android OPEN_GL ES is configured by > >> > >> > >> default for > >> > >> > >> software thats why it uses the software packages of android. How > >> > >> > >> I can > >> > >> > >> configure the OPEN_GL ES for hardware. Is it just a case of > >> > >> > >> replacing > >> > >> > >> the > >> > >> > >> "android/out/target/product/generic/system/lib/libGLES_CM.so" > >> > >> > >> with > >> > >> > >> a new one build with hardware configuration? or any thing more > >> > >> > >> than > >> > >> > >> that. If I replace the shared object file "libGLES_CM.so" with > >> > >> > >> the new > >> > >> > >> one configured for hardware, will it work fine ? How I will know > >> > >> > >> whether its working fine with top level application to whom it > >> > >> > >> provides the interface. Please put some light on it if anyone > >> > >> > >> has any > >> > >> > >> idea regarding that. > > --~--~---------~--~----~------------~-------~--~----~ unsubscribe: [EMAIL PROTECTED] website: http://groups.google.com/group/android-porting -~----------~----~----~----~------~----~------~--~---