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.
>
>
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