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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