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. >> >> > > > --~--~---------~--~----~------------~-------~--~----~ unsubscribe: [EMAIL PROTECTED] website: http://groups.google.com/group/android-porting -~----------~----~----~----~------~----~------~--~---
