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

Reply via email to