On my target platform, based on s3c6410 (armv6) Android works very slow!
I use 16 bpp with resolution 800x480.
Screen updates slow, seldom i see some blinking, when i quickly type on soft keyboard, or if to change desktop.
Is there anybody has the same problem, is it possible to fix it?
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I know that it's possible to use hardware accelerators with Android,
but i didn't find an examples.
I downloaded Samsung i5700 mobile phone Android sources, this phone
based on chip i use - s3c6410, but found nothing about graphics
accelerators in them.
Could you help me with information about hardware accelerations with
Android.
Where from should i start?
Thanks!
On Apr 9, 8:22 pm, David Turner <di...@android.com> wrote:
> do you have hardware graphics acceleration or are you relying solely on
> software rendering ?
>
> 2010/4/9 Максим Андрущенко <andruschenk...@mail.ru>
>
> > Hi!
>
> > On my target platform, based on s3c6410 (armv6) Android works very slow!
> > I use 16 bpp with resolution 800x480.
> > Screen updates slow, seldom i see some blinking, when i quickly type on
> > soft keyboard, or if to change desktop.
>
> > Is there anybody has the same problem, is it possible to fix it?
>
> > --
> > unsubscribe: android-porti...@googlegroups.com<android-porting%2Bunsu...@googlegroups.com>
I have built in chip s3c6410 2d and 3d hardware graphics accelerators,
but i don't use them with Android.
I just implemented in my framebuffer driver double buffering and pan
function, which change offset from frame buffer start.
I this not enough to make Android drawing fast?
I know that it's possible to use hardware accelerators with Android,
but i didn't find an examples.
I downloaded Samsung i5700 mobile phone Android sources, this phone
based on chip i use - s3c6410, but found nothing about graphics
accelerators in them.
Could you help me with information about hardware accelerations with
Android.
Where from should i start?
Thanks!
> 2010/4/9 Максим Андрущенко <andruschenk...@mail.ru>
On Apr 9, 8:22 pm, David Turner <di...@android.com> wrote:
> do you have hardware graphics acceleration or are you relying solely on
> software rendering ?
>
>> > unsubscribe: android-porti...@googlegroups.com<android-porting%2Bunsu...@googlegroups.com>
> > Hi!
>
> > On my target platform, based on s3c6410 (armv6) Android works very slow!
> > I use 16 bpp with resolution 800x480.
> > Screen updates slow, seldom i see some blinking, when i quickly type on
> > soft keyboard, or if to change desktop.
>
> > Is there anybody has the same problem, is it possible to fix it?
>
> > --
> > website:http://groups.google.com/group/android-porting
>
> > To unsubscribe, reply using "remove me" as the subject.
I/SurfaceFlinger( 1731): SurfaceFlinger is starting
I/SurfaceFlinger( 1731): SurfaceFlinger's main thread ready to run.
Initializing graphics H/W...
init: event { 'add', '/class/vc/vcs7', 'vc', '', 7, 7 }
init: event { 'add', '/class/vc/vcsa7', 'vc', '', 7, 135 }
E/SurfaceFlinger( 1731): Couldn't open /sys/power/wait_for_fb_sleep
or /sys/power/wait_for_fb_wake
I/gralloc ( 1731): using (fd=22)
I/gralloc ( 1731): id = s3c-fb
I/gralloc ( 1731): xres = 800 px
I/gralloc ( 1731): yres = 480 px
I/gralloc ( 1731): xres_virtual = 800 px
I/gralloc ( 1731): yres_virtual = 960 px
I/gralloc ( 1731): bpp = 16
I/gralloc ( 1731): r = 11:5
I/gralloc ( 1731): g = 5:6
I/gralloc ( 1731): b = 0:5
I/gralloc ( 1731): width = 127 mm (160.000000 dpi)
I/gralloc ( 1731): height = 76 mm (160.421051 dpi)
I/gralloc ( 1731): refresh rate = 60.16 Hz
E/FramebufferNativeWindow( 1731): xDpi -2046820352
E/FramebufferNativeWindow( 1731): yDpi -2046820352
D/libEGL ( 1731): egl.cfg not found, using default config
D/libEGL ( 1731): loaded /system/lib/egl/libGLES_android.so
I/SurfaceFlinger( 1731): EGL informations:
I/SurfaceFlinger( 1731): # of configs : 8
I/SurfaceFlinger( 1731): vendor : Android
I/SurfaceFlinger( 1731): version : 1.4 Android META-EGL
I/SurfaceFlinger( 1731): extensions: EGL_KHR_image
EGL_KHR_image_base
EGL_KHR_image_pixmap EGL_ANDROID_image_init: no such service
'bootanim'
native_buffer EGL_ANDROID_swap_rectangle
EGL_ANDROID_get_render_buffer
I/SurfaceFlinger( 1731): Client API: OpenGL ES
I/SurfaceFlinger( 1731): EGLSurface: 5-6-5-0, config=0x1000000
I/SurfaceFlinger( 1731): flags : 001c0000
W/SurfaceFlinger( 1731): ro.sf.lcd_density not defined, using 160
dpi by default.
I/SurfaceFlinger( 1731): OpenGL informations:
I/SurfaceFlinger( 1731): vendor : Android
I/SurfaceFlinger( 1731): renderer : Android PixelFlinger 1.1
I/SurfaceFlinger( 1731): version : OpenGL ES-CM 1.0
I/SurfaceFlinger( 1731): extensions: GL_OES_byte_coordinates
GL_OES_fixed_point GL_OES_single_precision GL_OES_read_format
GL_OES_compressed_paletted_textu
On 10 апр, 16:23, David Turner <di...@android.com> wrote:
> 2010/4/9 supermaximus79 <andruschenk...@mail.ru>
> > <android-porting%2Bunsu...@googlegroups.com<android-porting%252Buns...@googlegroups.com>
>
> > > > website:http://groups.google.com/group/android-porting
>
> > > > To unsubscribe, reply using "remove me" as the subject.
>
> > --
> > unsubscribe: android-porti...@googlegroups.com<android-porting%2Bunsu...@googlegroups.com>
> > website:http://groups.google.com/group/android-porting
You mean hardware OpenGL drivers?
Because from log file i see that Android uses software OpenGL:
libGLES_android.so
Thanks
On 11 апр, 01:46, David Turner <di...@android.com> wrote:
> > > > <android-porting%2Bunsu...@googlegroups.com<android-porting%252Buns...@googlegroups.com>
> > <android-porting%252Buns...@googlegroups.com<android-porting%25252Bun...@googlegroups.com>
Hi,
I also notice this phenomenon. I think we should modify "dev/fb" to
let it use 2D and 3D hardware acceleration directly.
Maybe we could cooperate to fix this issue.
(Now, there are OMAP / TERGA / OSD branches, but there is no samsung
branch.)
(Actually, I hope there would be a branch for Linux Kernel - Samsung)
On 4月10日, 上午1時39分, supermaximus79 <andruschenk...@mail.ru> wrote:
> I have built in chip s3c6410 2d and 3d hardware graphics accelerators,
> but i don't use them with Android.
> I just implemented in my framebuffer driver double buffering and pan
> function, which change offset from frame buffer start.
> I this not enough to make Android drawing fast?
>
> I know that it's possible to use hardware accelerators with Android,
> but i didn't find an examples.
> I downloaded Samsung i5700 mobile phone Android sources, this phone
> based on chip i use - s3c6410, but found nothing about graphics
> accelerators in them.
> Could you help me with information about hardware accelerations with
> Android.
> Where from should i start?
>
> Thanks!
>
> On Apr 9, 8:22špm, David Turner <di...@android.com> wrote:
>
> > do you have hardware graphics acceleration or are you relying solely on
> > software rendering ?
>
> > 2010/4/9 íÁËÓÉÍ áÎÄÒÕÝÅÎËÏ <andruschenk...@mail.ru>