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
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 o
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
ar
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 acceleratio
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?
On Nov 26, 10:04 am, Pivotian <[EMAIL PROTECTED]> wrote:
> thanks Mathias & Markus for your quick responses.
> Mathias, currently the system/lib fold
You are trying to write a driver for hardware you don't have? That
seems... challenging.
On Tue, Nov 25, 2008 at 9:04 PM, Pivotian <[EMAIL PROTECTED]> wrote:
>
> thanks Mathias & Markus for your quick responses.
> Mathias, currently the system/lib folder doesn't contain the
> "libhgl.so" specif
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,
And
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 encod
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.
The next thing i
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
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
Hi Mathias,
- With respect to integrating OpenGL ES -
- What forms of OpenGL ES surfaces does Android use? (Window? PBuffer?
NativePixmap?).
- Does Android expect to allow accelerated rendering to a UI component AND
to be able to draw to it directly?
- Which Android UI components translate into b
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
Thanks Mathias,
- So in the world of enabling GL rendering and software rendering to the
same surface (and related copies), whet are the points that require the
buffer to be copied and does the copy need to go both ways - for example if
the following happens...
GL rendering
SW render
An API that doesn't require mixed-mode rendering gets my vote (Ask anyone
who had to wrestle with JSR-184 in the java world - there was one instance
of a benchmark that effectively halved the frame rate acheived by drawing
the 'fps' value using Java - not many pixels touched, but ugly
uploads/down
no problem Mathias you already provided some valuable information
regarding 3D accelerator, thanks for that
As you are working in google, you can answer these questions with the
help of someone else working there and who is strong in the area of
video codecs ;) ..J
On Nov 26, 3:25 pm, Mat
Hi Phil,
As I said, all these questions will be answered when we do have the
framework to do this. I can try to answer some:
> - With respect to integrating OpenGL ES -
> - What forms of OpenGL ES surfaces does Android use? (Window? PBuffer?
> NativePixmap?).
Window only for now. Of course, a 3
Hi,
On Wed, Nov 26, 2008 at 2:20 AM, Pivotian <[EMAIL PROTECTED]> wrote:
>
> sorry Mathias for repeating my question but every time I put this
> question, its overridden by some other questions and it didn't got
> your attention. I have some doubt regarding video codecs:
>
> I suppose that Androi
On Wed, Nov 26, 2008 at 2:10 AM, Phil HUXLEY <[EMAIL PROTECTED]> wrote:
>
> Thanks Mathias,
>
> - So in the world of enabling GL rendering and software rendering to the
> same surface (and related copies), whet are the points that require the
> buffer to be copied and does the copy need to go both
sorry Mathias for repeating my question but every time I put this
question, its overridden by some other questions and it didn't got
your attention. I have some doubt regarding video codecs:
I suppose that Android uses the OPENCORE from packet video to do all
the stuffs related to video encoding
You have two choices for taking advantage of your h/w acceleration:
1. Integrate your codecs into the OpenCore framework. You can do this
using the exising OpenMax decoder node, or you can adapt one of PV's
native decoder nodes to work with your hardware.
2. Implement your own media player (Medi
Hi,
I have my android working on 2.6.24 kernel on TI Omap 3530 EVM, now i want
to
enable hardware acceleration onto it.
As this is a very old post (more than 2 months old) , so what are the
current steps / way
to enable hardware acceleration onto my omap 3530.
As i understood from this post th
Android is not ready at the moment to work with a different GPU than
that of the G1. We're working on it :-)
Mathias
On Sun, Feb 8, 2009 at 10:31 PM, Nimit Manglick wrote:
> Hi,
>
> I have my android working on 2.6.24 kernel on TI Omap 3530 EVM, now i want
> to
>
> enable hardware acceleration
Hi Mathias,
Thanx for the quick response.
So bottom line is :-
Currently android cant use hardware acceleration of any other hardware other
than G1.
Is it ??
And work is going on to make it portable just like any other component like
its HAL interface ?? Right ??
If yes then when can such code
On Sun, Feb 8, 2009 at 11:21 PM, Nimit Manglick wrote:
> Hi Mathias,
>
> Thanx for the quick response.
>
> So bottom line is :-
>
> Currently android cant use hardware acceleration of any other hardware other
> than G1.
> Is it ??
Not without a lot of pain, and actually modifying several element
ok..
So can you give me a brief idea what all components / layers / framework
needs to modify
in android to support h/w acceleration (If i think to modify).
On Mon, Feb 9, 2009 at 1:12 PM, Mathias Agopian wrote:
>
> On Sun, Feb 8, 2009 at 11:21 PM, Nimit Manglick
> wrote:
> > Hi Mathias,
> >
>
One more point.
If somehow i made it work now by tweaking here and there in android,
will this work of mine become obsolete with future releases of android ??
or android wil be going to maintain its backward compatibilty even it
releases with HAL ?
On Mon, Feb 9, 2009 at 1:43 PM, Nimit Manglic
On Mon, Feb 9, 2009 at 12:59 AM, Nimit Manglick wrote:
> One more point.
>
> If somehow i made it work now by tweaking here and there in android,
>
> will this work of mine become obsolete with future releases of android ??
Most definitely yes.
> or android wil be going to maintain its backward
Thanx Mathias.
is there any document which explains the graphical architecture / design of
android.?
I mean complete flow from Application till the kernel obviously OpenGl in
between. ?
I have struggled with it a lot but still the complete picture is not yet
clear to me :(
Regards
Nimit
On Mon
On Mon, Feb 9, 2009 at 1:31 AM, Nimit Manglick wrote:
> Thanx Mathias.
>
> is there any document which explains the graphical architecture / design of
> android.?
Unfortunately no. There will be one once the new architecture is in place.
> I mean complete flow from Application till the kernel o
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