[android-porting] Re: User Space Hardware Abstraction layer

2008-11-25 Thread David Turner
as far as I remember: ramdisk.img contains a small initial root file system used to boot the system system.img contains the filesystem containing all system files (including system libraries and system apps) userdata.img contains the initial content of the /data partition there are no

[android-porting] Re: Audio support

2008-11-25 Thread Maxime Petazzoni
I managed to make Android build the libaudio shared library (taken from omapzoom.org), which was then put where it should be in /system/ lib/. I also have BOARD_USE_GENERIC_AUDIO set to false, which should make audioflinger use this libaudio instead of the generic libaudiointerface, but I still

[android-porting] Re: Audio support

2008-11-25 Thread Maxime Petazzoni
Hi, On 25 nov, 16:26, Sangsu Park [EMAIL PROTECTED] wrote: I had same problem with you. But after clean build, audiofligner use the libaudio. I think that android build system have some weakness. That makes sense. I will try from a clean build. But I have another problem. When

[android-porting] Re: Help to port android on openmoko

2008-11-25 Thread Davide
Very thanks for your very complete and clear explanation. To install android on freerunner it was very nice to have a setup script like for installing debian on freerunner. A script that check all and do all the necessary steps (patch, compile, deploy, ecc) Why not create an open source

[android-porting] Re: Help to port android on openmoko

2008-11-25 Thread Jean-Baptiste Queru
I don't see any fundamental reason why building FreeRunner images couldn't be done from within the existing Android build system, and I believe that the existing configuration system should be able to exclude parts that might be undesirable (or could be reasonably easily extended to add that

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Markus
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

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Mathias Agopian
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

[android-porting] Fwd: [android-porting] Re: Help to port android on openmoko

2008-11-25 Thread Davide
I am very new to android, do you mean that is possible to download and run make android on a freerunner? I have downloaded the source code, there are any gb of code. It is possible to make on pc with target a freerunner system? I think isn't easy to make on freerunner direct, there is less

[android-porting] Re: Fwd: [android-porting] Re: Help to port android on openmoko

2008-11-25 Thread Jean-Baptiste Queru
Sorry, I wasn't very clear. It's not currently possible to run Android as is on a FreeRunner. I meant that it would be nice to be able to download the official Android source code on a PC (and nothing else beyond the tools that are normally needed to compile Android), and to be able to compile a

[android-porting] Re: Fwd: [android-porting] Re: Help to port android on openmoko

2008-11-25 Thread Davide
Ok! Understand! I agree with you. It would be nice to have a script that patch and use the official make and source code of android to resolve freerunner issues. 2008/11/25 Jean-Baptiste Queru [EMAIL PROTECTED]: Sorry, I wasn't very clear. It's not currently possible to run Android as is on a

[android-porting] Re: Audio support

2008-11-25 Thread Dave Sparks
Is your device show up in /dev? Have you checked permissions? Did you add your device to the devperms table in system/core/init/devices.c? On Nov 25, 5:29 pm, Sangsu Park [EMAIL PROTECTED] wrote: Thanks for your reply. But I think that you had some misunderstanding about my article. I now use

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Pivotian
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

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Pivotian
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 folder

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Mathias Agopian
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

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Pivotian
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

[android-porting] Re: Use of 3D Hardware Accelerator

2008-11-25 Thread Pivotian
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

[android-porting] use of inbuilt video codecs

2008-11-25 Thread Pivotian
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

[android-porting] Re: use of inbuilt video codecs

2008-11-25 Thread Sean McNeil
You've already figured most of it out. You'll need to check pv.com and how Packet Video does things. I think they have an SDK to develop hardware codecs. Then you'll want to modify external/opencore accordingly to use your hardware codecs. Pivotian wrote: I suppose that Android uses the