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 -~----------~----~----~----~------~----~------~--~---
