[dev] kingdom lockscreen port - Desire Android Development

thanks to seo we have kingdom nice lockscreen
http://forum.xda-developers.com/showthread.php?t=1062962
problem is that if it's used with default bravo adreno libs we have no icons and no caller picture.
Logcat says
18:39:47.211 Debug mode10 1887 [mode10] Maximum number of texture units exceeded!
If you replace adreno libs with the ones from ace the is somehow working (after alot of errors and other problems - expected since is for ace not for bravo)
So best solution would be for us to patch lockscreen not to use other gpu libs
now the libs responsible for that error message are libmode10GLES20_ml.so libmode10Graphics.so
The reason for ace adreno libs *working* is because of the more OPEN GL extension supported ( i don't know if is only in driver or also in gpu )

Call 911 (snq)
sry for the OT.

What with overclocking the gpu, i men we can overclock cpu, maybe that would help make things faster, i mean so we can't raise the available texture channels, but it would be faster.

JeckyllHavok said:
What with overclocking the gpu, i men we can overclock cpu, maybe that would help make things faster, i mean so we can't raise the available texture channels, but it would be faster.
Click to expand...
Click to collapse
Useless imho to overclock gpu... Will result in more battery drain only without significant boost... I think the easier solution is to port or create the right drivers that can handle allctextures.or, if possible, to reduce them maybe with lower resolution...

That probably means that the driver can't handle that much textures, but if the Ace driver works, then it's not a hardware limitation, but rather a software one. So IMO something should be done not with the lockscreen but with the drivers to remove that software cap.
UPD: I wonder if the same limit is present in all drivers... More texture units unlocked => more general graphics performance...
Sent from my HTC Desire using XDA Premium App

well its impsossible to add more texture units to the desire so that wont be possible so only way is to create some hacked libs but snq can help but sadly he aint been working on these ports atm

JeckyllHavok said:
What with overclocking the gpu, i men we can overclock cpu, maybe that would help make things faster, i mean so we can't raise the available texture channels, but it would be faster.
Click to expand...
Click to collapse
Oc'ing the GPU will not give you the texture power that is required.

K900 said:
That probably means that the driver can't handle that much textures, but if the Ace driver works, then it's not a hardware limitation, but rather a software one. So IMO something should be done not with the lockscreen but with the drivers to remove that software cap...
Click to expand...
Click to collapse
This has to be the way forward, if this works with the ACE drivers then it is the case that the Adreno 200 driver software is saying 'no way' to the requests when the actual hardware can handle it.
The other idea I had is whether we can bundle the ACE drivers and edit/hack the lockscreen to use them only whereas everything else can use the standard Desire Adreno 200 drivers.

whats with reducing the animation to a desire handable level?
sry for bad english

revthanki said:
The other idea I had is whether we can bundle the ACE drivers and edit/hack the lockscreen to use them only whereas everything else can use the standard Desire Adreno 200 drivers.
Click to expand...
Click to collapse
I'm not a Java guru, but it seems to me that the libs are actually called by the VM itself and applications interact with the public API through Dalvik. So it's not like lockscreen - hack - libs, but more of lockscreen - hack? - dalvik - hack? - libs
Sent from my HTC Desire using XDA Premium App

K900 said:
I'm not a Java guru, but it seems to me that the libs are actually called by the VM itself and applications interact with the public API through Dalvik. So it's not like lockscreen - hack - libs, but more of lockscreen - hack? - dalvik - hack? - libs
Click to expand...
Click to collapse
Got it. Therefore, to run both drivers concurrently you'd need to hack the VM to provide a different API just for the lockscreen to call. That sounds intuitively messy and complex.
I think your idea, to hack the Adreno 200 drivers and raise the
limit on the shaders sounds like a good way. Especially because of two facts:
1) That the ACE (Adreno 205) drivers do work in this regard, there's no graphical corruption to suggest that the Adreno 200 cannot handle the called number of shader units.
2) Backed up by the fact that v26 of Baad's InsertCoin Rom, in which he bundled the ACE drivers did seem to have incredible general graphical performance (apart from the maps/music/games force closes) ---> so maybe the Desire hardware is capable of more than the software drivers limits it to...

Edit: lol I didn't read !!!!!!!!!!!

NeoPhyTe.x360 said:
Try this. It works, not too fine, but works.
Click to expand...
Click to collapse
We already know about that, this thread is about finding a better solution...
HTC Swyped from my Sense 3 Desire using XDA Premium

K900 said:
That probably means that the driver can't handle that much textures, but if the Ace driver works, then it's not a hardware limitation, but rather a software one. So IMO something should be done not with the lockscreen but with the drivers to remove that software cap.
Click to expand...
Click to collapse
Some more evidence that the drivers on the Adreno 200 might be the limiting facor, from http://www.mobiletechworld.com/2011/03/31/first-adreno-220-benchmarks-show-that-it-is-a-beast/
"Qualcomm’s Adreno GPU’s have always been seen as being a sub-par graphics compared to competing offerings from Imagination (PowerVR) and others like NVIDIA’s Tegra. This was essentially true with the Adreno 200 on Windows Mobile and Android mainly because of poor driver quality. Things are a bit different on Windows Phone 7 where the Adreno 200 is the only currently supported GPU, thanks to the tight integration with the OS and relatively good support provided by Microsoft. You can check out my recent Fable Coin Golf video to see that some pretty nice things can be done with it."

Hey baadnewz, the line "Maximum number of texture units exceeded" your searching is stored inside of libmode10GLES20_ml.so.
Code:
StartFrameControllereglCreateImageKHReglDestroyImageKHRexternal/MagicLab-mode10/mode10_trunk_2821_20110218/trunk/graphics/mode10GLES20/src/GraphicsDeviceGL2.cppm_eglDisplay != ((EGLDisplay)0)[mode10] Maximum number of texture units exceeded!
Problem is that contains spaces in original file, so you cant find string, try opening file and try searching it with spaces like below:
Code:
M a x i m u m n u m b e r o f t e x t u r e u n i t s e x c e e d e d !
Hope it helps.

I was thinking about a thing. The problem is that if screen is locked it cant handle textures to show caller image and icons right? But thinking about the significate of texture, we know that they are images that "wear" tridimensional or 2d object, right?
So if it is right, they must be stored in some files that the lockscreen try to recognize but is blocked by the amount of these and give error... If is all corrent, can't be easier to find these texture and remove some or resize? Is a textures number or space (mb)probem?
I dont know if is all correct or not, sorry if not..

ivicask said:
Hey baadnewz, the line "Maximum number of texture units exceeded" your searching is stored inside of libmode10GLES20_ml.so.
Code:
StartFrameControllereglCreateImageKHReglDestroyImageKHRexternal/MagicLab-mode10/mode10_trunk_2821_20110218/trunk/graphics/mode10GLES20/src/GraphicsDeviceGL2.cppm_eglDisplay != ((EGLDisplay)0)[mode10] Maximum number of texture units exceeded!
Problem is that contains spaces in original file, so you cant find string, try opening file and try searching it with spaces like below:
Code:
M a x i m u m n u m b e r o f t e x t u r e u n i t s e x c e e d e d !
Hope it helps.
Click to expand...
Click to collapse
thanks alot mate ,now i feel like an idiot

revthanki said:
Some more evidence that the drivers on the Adreno 200 might be the limiting facor, from http://www.mobiletechworld.com/2011/03/31/first-adreno-220-benchmarks-show-that-it-is-a-beast/
"Qualcomm’s Adreno GPU’s have always been seen as being a sub-par graphics compared to competing offerings from Imagination (PowerVR) and others like NVIDIA’s Tegra. This was essentially true with the Adreno 200 on Windows Mobile and Android mainly because of poor driver quality. Things are a bit different on Windows Phone 7 where the Adreno 200 is the only currently supported GPU, thanks to the tight integration with the OS and relatively good support provided by Microsoft. You can check out my recent Fable Coin Golf video to see that some pretty nice things can be done with it."
Click to expand...
Click to collapse
read the line after your highlighted line. i watched the video of the fabile golf running on adreno 200 on WP7 phone and it looks pretty good! so the adreno 200 should be able to run Sense 3 as sense 3 does not contain as much 3D calculations as a game. Our issue is poor drives for adreno on android.

Nekromantik said:
read the line after your highlighted line. i watched the video of the fabile golf running on adreno 200 on WP7 phone and it looks pretty good! so the adreno 200 should be able to run Sense 3 as sense 3 does not contain as much 3D calculations as a game. Our issue is poor drives for adreno on android.
Click to expand...
Click to collapse
Hopefully... Though the worst case scenario (which I don't believe - as the ACE drivers do work) is that HTC have built the lockscreen and other elements of Sense 3.0 using some kind of GPU trickery that just cannot be supported by the Adreno 200.
Question: might it be worth looking at how the Adreno drivers are different for WP7? Of course there will be much OS related difference but could some binary hacking reveal anything of use to us?

baadnewz said:
thanks alot mate ,now i feel like an idiot
Click to expand...
Click to collapse
And i forgot also inside of file libmode10Graphics.so, same line.
BTW i use FileSeek, you can search entire rom and all the libs and stuff he can search for text, and it doesnt have prob's with spaces in names.
I dont know what you use, but if you wana try it, its free.
http://www.fileseek.ca/

Related

[TO-DO]Found Some Intresting stuff on HTC Site

Hello!!
This thread Is For Future Development so Mods plz Don't alter this thread at least pm me before...
while Browsing the HTC site, i opened up sites of 3 different zones i mean:
Code:
[B]HTC MAGIC INDIA[/B]
http://www.htc.com/in/product/magic/specification.html
[B]HTC MAGIC EUROPE[/B]
http://www.htc.com/europe/product/magic/specification.html
[B]HTC HERO WORLDWIDE[/B]
http://www.htc.com/www/product/hero/specification.html
& just compared the HTC Magic from India, Europe & HTC Hero from worldwide site...
Some Differences Found:
HTC Magic from India has:
Code:
1. Processor ----------Qualcomm® [B]MSM7200A™[/B], 528 MHz
2. Memory: ------------ROM: 512 MB [B]RAM: 288 MB[/B]
3. Has(+) --------------[B]HTC Sync™[/B]
4. Has(+) --------------[B]Microsoft® Exchange Server synchronization[/B]
While HTC Magic From Europe had the following difference:
Code:
1. Processor ----------Qualcomm® [B]MSM7201a™[/B], 528 MHz
2. Memory: ------------ROM: 512 MB [B]RAM: 192 MB[/B]
3. Lacks(-) -------------[B]HTC Sync™[/B]
4. Lacks(-) -------------[B]Microsoft® Exchange Server synchronization[/B]
And the HTC Hero Has +points on both of the above are:
Code:
1. Connectivity --------------------3.5 mm audio jack
2. Camera -------------------------5.0 megapixel color camera with auto focus
3. Audio supported formats ----Windows Media® Audio 9
4. Video supported formats ----Windows Media® Video 9
Now the main reason for this Thread,
Seeing the Differences,
The Europe Magic May be lacking the Extra RAM Due to some Processor Changes, Bootloader & Boot image Which allots less space for RAM & more for Internal Space...
So I think It Can Gain That Extra RAM by making changes to the above stuffs... More over HTC Sync™ & Microsoft® Exchange Server synchronization can be added to future ROM's...
Then Leaving The Indian Magic, because It has Most of Them... We Skip to Compare HERO to these Phones & even add G1/DREAM/ADP1..
The 5 MP Camera & 3.5 mm audio jack Cannot Be added, as its an Hardware Spec, But We can add those Missing Codecs Windows Media® Audio 9 & Windows Media® Video 9 to HTC MAGIC & HTC G1/DREAM/ADP1
For that we need the Original HERO Gallery, Some Frameworks & Libraries which may be missing in current HERO ROM(Provided By Haykuro)...
So This post is for Future to-do to the Developers at XDA-Developers Android Section... Stuffs to Be done as soon as The Proper Hero ROM is available.
SANGEET
Based on my research, MSM2700A chip only goes up to 400MHz. 2701A is the one that has 528MHz and is used in all HTC's android phones.
As to the memory problem, I think the 288MB RAM is just the same storey as the 192MB claimed for G1. The MSM2700 series chips are asymmetric, which means, external memory has to be split in two in hardware. In G1, only half of the 192M RAM is avaiable to the application processor, while the rest is dedicated to radio and probably video. So I think for Hero, 288MB is the total memory and we have 192M available to the OS (96M for the armv6 chip as in G1).
Also, the MSM2700 series comes with Windows Media and RealNetworks format support, but I guess some of the drivers and codecs cannot be included in an open-source project. Now the HTC way is much closed and commercial, so WMA and WMV support is possible.
billc.cn said:
Also, the MSM2700 series comes with Windows Media and RealNetworks format support, but I guess some of the drivers and codecs cannot be included in an open-source project. Now the HTC way is much closed and commercial, so WMA and WMV support is possible.
Click to expand...
Click to collapse
Ya i know its closed source, But still we can port it as done with the PDFviewer & many more HTC stuffs ported from 1 phone to another...
& the Hardware stuff I dont know more about it but ll say that the MSM2700 series is also capable to be overclocked to 527.~ Mhz coz my adp1 has it & can be successfully be overclocked to 527 Mhz...
But if u r an hardware expert then dont know, may be its showing fake reading of cpu overclocked to 528 on my adp1
sangeet.003 said:
Ya i know its closed source, But still we can port it as done with the PDFviewer & many more HTC stuffs ported from 1 phone to another...
& the Hardware stuff I dont know more about it but ll say that the MSM2700 series is also capable to be overclocked to 527.~ Mhz coz my adp1 has it & can be successfully be overclocked to 527 Mhz...
But if u r an hardware expert then dont know, may be its showing fake reading of cpu overclocked to 528 on my adp1
Click to expand...
Click to collapse
MSM2700A & MSM2701A are the same, the main difference is the MSM2701A is actually a Dual Core processor. (weird they didn't put it into the new US Magic) It uses 1 core for all your phone processes (making calls, etc) and it uses the other core for all your android OS processes... pretty cool huh? Both can be upto 528Mhz
Oooo I want a 2701a
CBowley said:
Oooo I want a 2701a
Click to expand...
Click to collapse
yea, the G1's have it... I was going to get the Touch (HTC Magic) but if it doesn't have the 2701a then i don't want it. lol. Plus i'll miss my keyboard too much. I hate onscreen keyboards. no matter how much they make it "type correctly", it never works lol.
sangeet.003 said:
But We can add those Missing Codecs Windows Media® Audio 9 & Windows Media® Video 9 to HTC MAGIC & HTC G1/DREAM/ADP1
Click to expand...
Click to collapse
I'm so interested because those codecs are necessary to Play and see, web-streaming tv that use wmv codecs.
mrandroid said:
MSM2700A & MSM2701A are the same, the main difference is the MSM2701A is actually a Dual Core processor. (weird they didn't put it into the new US Magic) It uses 1 core for all your phone processes (making calls, etc) and it uses the other core for all your android OS processes... pretty cool huh? Both can be upto 528Mhz
Click to expand...
Click to collapse
Stop posting stuff like that. Those processors are THE SAME. The're a patent issue involved that made them change names. And a diference in coding video (not that we care right now with our crappy cameras).
RPG0 said:
Stop posting stuff like that. Those processors are THE SAME. The're a patent issue involved that made them change names. And a diference in coding video (not that we care right now with our crappy cameras).
Click to expand...
Click to collapse
So It means The Processors same But Differently named due to some issues, wish we could get a 600 Mhz or 1 Ghz processor to get far more than that ****** iPhone...
Leave that, or the thread may get slipped to off toppic...
Just start posting here when someone provides the Release version of HERO ROM which is complete....Posting about porting/adding those codecs
As we know HTC's Gona provide ROM's to HTC Branded Androids, & G1 cant Run the full ROM @ that speed as Magic & Hero can achieve, So we can only port some of this stuff so it at-least runs @ normal speed...

[PROJ] Overclocking the Adreno GPU on Snapdragon Devices

I already posted this in the Nexus dev forum, and I hate to clutter the boards, but I know that there are a bunch of talented devs here that may not see it on those forums. If we can bust the 30fps cap for good, and get the GPU overclocked, then we could see some serious gaming performance out of our Snapdragon devices.
I'm sure we all heard about being able to overclock the GPU on some of the old MSM devices, but the Snapdragon handles the graphics chip in a different way. The goal of this thread is to try and overclock the GPU on Snapdragon devices as well.
There is nothing GPU related in acpuclock-scorpion.c (the Snapdragon cpu clock settings) at least for setting gpu clock speed as far as I can tell.
In board-mahimahi.c (Nexus board file) and board-supersonic.c (Evo board file) there is some kgsl init code, but so far as I can tell it isn't setting the clock there, instead it seems to be pointing to PWR_RAIL_GRP_CLK to set the clock in both devices. It defines the variable in each of those files but I'm not sure where that variable is set, since it doesn't seem to be in any of the other board files as far as I can tell. I could be completely off here too though.
In drivers/video/msm/gpu/kgsl/kgsl.c there is a method called kgsl_clk_enable that seems to be called whenever the GPU is enabled. It looks like this:
Code:
/* the hw and clk enable/disable funcs must be either called from softirq or
* with mutex held */
static void kgsl_clk_enable(void)
{
//clk_set_rate(kgsl_driver.ebi1_clk, 128000000);
clk_set_rate(kgsl_driver.ebi1_clk, 245000000); // Looks like it sets the GPU clock, right? Wrong.
clk_enable(kgsl_driver.imem_clk); // Enable the clock
clk_enable(kgsl_driver.grp_clk); // Enable another clock, but why?
}
The line that's been commented out is the original value, I replaced it with my value on the line below it in a failed attempt to overclock it. Probably a stupid effort on my part, I doubt it's that simple, but it was worth a shot. The comments at the end of the line are also my additions.
According to the clk.h files in the standard linux kernel, clk_set_rate is obviously a method to set the clock rate. The first variable is a struct that tells it which clock to set, and the second variable is a long value that is the rate you want it set at. Is it setting the right clock there for Snapdragon chips? Or is it only the clock for older chips?
I'm in way over my head with this source, I'm but a lowly Java dev, but I really wanna solve this. Can anyone with a little more experience than me throw in a little more info? Sorry if it doesn't make much sense, if it isn't clear just ask me & I'll try to explain a little more.
Regards,
Jesse C.
EDIT: Okay I did a little more digging and those kgsl settings should work for QSD8x50 chips. In the config file, under Drivers, Graphics Support, it allows you to enable 3D accelleration for QSD8x50 & MSM7x27 chips. The tag for that is CONFIG_MSM_KGSL_MMU. If you check in kgsl.c it checks to see if that is enabled in the config, and if it is then it compiles and uses kgsl.c & all of the kgsl code. That tells me that the clock is either not being set, or the wrong clock is being set. I'm adding some debug code right now so I can see in dmesg what code is actually being run.
Dude I have no idea how to do this but bump and best of luck
Sent from my PC36100 using XDA App
Isn't this Helping ? http://androidhtc.git.sourceforge.net/git/gitweb.cgi?p=androidhtc/kernel.git;a=blobdiff;f=arch/arm/mach-msm/clock-7x00.c;h=ef178abfcd46cf78dd47962d75298691f887ebf2;hp=d68fea09d1996daeff99365ced9785d65b1cb001;hb=23ff83048726252bc785699fc749a3e364a3bdb0;hpb=110e73c591db3fd23d8558659f8a6a0dfe5ba912
It looks like here he sets the clock writel(grp,MSM_CLK_CTL_BASE+0x84); 0x84
And here is the Orginal topic http://forum.xda-developers.com/showthread.php?t=697673..
fstluxe said:
Isn't this Helping ? http://androidhtc.git.sourceforge.net/git/gitweb.cgi?p=androidhtc/kernel.git;a=blobdiff;f=arch/arm/mach-msm/clock-7x00.c;h=ef178abfcd46cf78dd47962d75298691f887ebf2;hp=d68fea09d1996daeff99365ced9785d65b1cb001;hb=23ff83048726252bc785699fc749a3e364a3bdb0;hpb=110e73c591db3fd23d8558659f8a6a0dfe5ba912
It looks like here he sets the clock writel(grp,MSM_CLK_CTL_BASE+0x84); 0x84
And here is the Orginal topic http://forum.xda-developers.com/showthread.php?t=697673..
Click to expand...
Click to collapse
Yeah I saw that, but that won't work for us, because it is for one of the old MSM7500 chips instead of the new QSD chips we have in Snapdragon devices.
I am working on a few things now and I recommend you check the Nexus forum since that thread is a lot more active.
Geniusdog254 said:
Yeah I saw that, but that won't work for us, because it is for one of the old MSM7500 chips instead of the new QSD chips we have in Snapdragon devices.
I am working on a few things now and I recommend you check the Nexus forum since that thread is a lot more active.
Click to expand...
Click to collapse
okey, But as far as I know that code is not standard... Becouse the Vugue msm7500 device is originally WM device.. so the Smart dzo managed this custom code.
I wil follow the nexus form .. This is Damn interesting !
i wish you guys the best of luck..wish i could help..i love xda..lol
I'm going to bump this, would be nice if more people were working on this.
Man... I absolutely love my phone. It really sux that this even needs to be asked. This device is so much more capable and I cannot understand why HTC would cripple it so badly. Look at the Samsung galaxy s or the Droid x. Or even a more similar phone like the nexus or incredible. They all stomp this phone when it comes to anything graphics wise even if it is just swiping home screens. It makes me sad. Lol
I love how it makes you sad, but you still lol. Lol (correctly placed)
This is big but first let's get a true cap fix!
Sent from my Evo 4G
How is there such little interest in this subject? This intergrated gpu will probably overclock like a beast... and maybe we can get actual fps.
jigglywiggly said:
How is there such little interest in this subject? This intergrated gpu will probably overclock like a beast... and maybe we can get actual fps.
Click to expand...
Click to collapse
I'm thinking this is also one of those things awaiting source. Even the overclocked kernals make my phone reset so I'm waiting for a more stable release myself. Since you're still posting here does that mean you decided to keep your evo?
psych2l said:
I'm thinking this is also one of those things awaiting source. Even the overclocked kernals make my phone reset so I'm waiting for a more stable release myself. Since you're still posting here does that mean you decided to keep your evo?
Click to expand...
Click to collapse
I don't know, yet I am in deep havoc lol. I activated my phone on the 20th. I have till 13th of July to pay my bill, so don't know.
I mean the locked bootloader of the Droid X is kind of lame. Also on the Evo, I have a 10$ discount because of the IO conference... unlimited texts too, and I bought two batteries for it with a charger(for 10$ lol, and they actually last a long time 1500ma, I put the 2 extras in my wallet)
Also I think I can upgrade my phone right away already if I read things right, so if Sprint gets an awesome phone I can upgrade to that whenever.
Verizon is more expensive, but I like how they let me do a 1 year contract. The Droid X is also nicer, I mean it has a better camera, and the mic quality when taking videos isn't piss, hopefully someone fixes that. It also has a real graphics card.
So yeah, it's hard to decide. A better phone, vs saving me some money. Though I plan to attend the IO conference once again. I'm still porting my distrubuted prime client onto Android, hopefully it will be high performance. So it's not like I just go there for a phone ^^. Hell I didn't even know about the phones till they said "Where do you want the Droid delivered" I lol'd. Though my time is limited, summer classes at UC Berkeley are tough : /
jigglywiggly said:
How is there such little interest in this subject? This intergrated gpu will probably overclock like a beast... and maybe we can get actual fps.
Click to expand...
Click to collapse
Yep, looks like til we get the kernel in our hands they're tied.
Also what's the point of overclocking if their is still a limit on FPS..
Eventually this will be the next thing on our todo list
some of the source for the OpenGL ES GPU core was announced as being released today
Qualcomm releases open-source 3D Snapdragon driver
http://www.androidcentral.com/qualcomm-releases-open-source-3d-snapdragon-driver
havent looked at it yet, but im sure in the very least this should at least help shed some more light on overclocking the GPU and add another piece to the puzzle!
git location -
https://www.codeaurora.org/gitweb/q...b819424af4be;hb=refs/heads/android-msm-2.6.32
topdnbass said:
Yep, looks like til we get the kernel in our hands they're tied.
Also what's the point of overclocking if their is still a limit on FPS..
Eventually this will be the next thing on our todo list
Click to expand...
Click to collapse
There isn't really a fps cap with the novatek kernel hack. It made the display much smoother for me and I am using it on EvolutionX. So beast.
Good news about the drivers, maybe we can actually see some overclocking now.
I want this to happen!
Nova runs pretty well on the Evo. Gameloft updated it recently.
I would just like for iphone ports to run well.
I hear the Palm Pixi has the same GPU. It is clocked at 190mhz. What about the Evo?
patelkedar91 said:
I hear the Palm Pixi has the same GPU. It is clocked at 190mhz. What about the Evo?
Click to expand...
Click to collapse
The Pixi doesn't have the same GPU, it has one of the low/mid-range MSM7227 (I think thats the model?) chips. It's similar as it's one of Qualcomms latest gen chips, but it is NOT a Snapdragon so it's different.
Also, the Snapdragon GPU's on HTC devices are clocked as follows:
GRP_CLK: The actual graphics clock, 256mhz
IMEM_CLK: The gpu memory clock, 256mhz
EBI1_CLK: As best I can tell, the bus that the GPU is on is EBI1, this is the clock for it, 128mhz
If you want more info, look here: http://forum.xda-developers.com/showthread.php?t=710850 since that thread is a lot more active, but please don't clutter it, there's actual devving going on there
Thanks for the info. I just wonder how they're going to get 3d games to work on the Pixi then... weird.
It was announced that the Pixi would get 3d gaming with the 1.4.5 update.
Much better (Y)
http://forum.xda-developers.com/and...ck-overclocking-tuning-snapdragon-s1-t2883708

Open source driver for FIMG 3DSE (GPU of Galaxy 3)

I am posting here as I am not allowed to do so in development subforum.
Anyway, I am the developer of the OpenFIMG project (formerly GLES6410), which is aiming to provide proper OpenGL support on devices with FIMG 3DSE 3D engine, found in S3C6410, S5PC100 and probably also in S5P6442. The project is in a pretty advanced state as it is already capable of running Android 2.3 with hardware acceleration. Still many OpenGL extensions and some core features (like lighting) are still missing. More info can be found here: https://github.com/tom3q/openfimg/wiki.
It is very likely (and almost confirmed) that the SoC used in Galaxy 3 (S5P6442) contains the same GPU as the one in S3C6410, which is the chip inside Galaxy Spica and similar phones, at least basing on what Quadrant and GLbenchmark show and on GL libraries supposed to be dumped from Galaxy 3.
What I am trying to say is that my project may also be useful on Galaxy 3, but I am the only developer working on it and I am doing it in my free time, so it does not progress as fast as one may expect. In other words, I am looking for some other developers interested in this project.
If you are interested, then do not hesitate to drop me a PM.
Mod EDIT : moving this to development
EDIT: Attached some documents about FIMG 3DSE (based on S3C6410 documentation and my reverse engineering)
EDIT: The project has been successfully used on G3. Builds of ICS for G3 use OpenFIMG as primary graphics driver currently and there are update packages for CM7.
Very interesting .. I send you PM.
Galaxy 3 has no GPU.
mpbm23 said:
Galaxy 3 has no GPU.
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Based on what?
All my sources state that it has exactly the same FIMG 3DSE rev. 1.5 as in S3C6410.
Based on the fact that no site says that the I5800 has a GPU and that graphics on games are really laggy.
Unless you are not talking about a discrete GPU.
No mobile phone contains a discrete GPU. All of them are embedded inside some SoC chip, some are better (SGX, Adreno), some are worse (FIMG 3DSE).
It is exactly the same as with Spica and similar phones. Games are laggy because the hardware is not a speed daemon and the performance is even more impacted by really _broken_ drivers.
Then why nobody write that it has GPU like all the other phones like Galaxy S ,Nexus S etc?
mpbm23 said:
Then why nobody write that it has GPU like all the other phones like Galaxy S ,Nexus S etc?
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Because it is a low end phone, software support for this GPU is very bad and the GPU itself is not a speed daemon.
tom3q said:
Because it is a low end phone, software support for this GPU is very bad and the GPU itself is not a speed daemon.
Click to expand...
Click to collapse
Okay..so your project involves developing real good drivers so that even the g3 low end gpu can perform better, right?
Sent from the 3rd Galaxy !
Yes. Of course, it will not work on par with Adreno 200 or similar GPUs, but should at least work a bit better. The main target is to run Android 2.3 (and future versions, which will not work will original drivers, because of missing extensions) with full hardware acceleration and without bugs found in Samsung drivers.
Hmmm.. Nice .. Good luck with your project.. One of our devs marcellusbe is working on porting CM7 to G3.. This would surely help him ..
Sent from the 3rd Galaxy !
cool... if so this is gonna make new benchmark .. pun intended ... best of luck man.... I had thought of throwing this phone a long time back but you guys always give hopes... and ofcourse result..
Wow interesting!
This should be moved to dev section I have sent a PM to haree
Cool. So what can others help with?
Too interesting
I'ld like to help with whatever i can
I'll back you up in spirit, sorry,i know nothing about programming
VERY intresting!
and yes the galaxy 3 does have a gpu and yes it has been confirmed (or atleast i heard) that it has this gpu..cant wait to see the outcome!
Actually, I will need some people who would compile, test and eventually fix the code for Galaxy 3, because the only phone with this GPU I have is a Galaxy Spica (i5700) and there may be some subtle differences between them. (Especially in the kernel part, where kernel modules may require changing of some addresses or some other fragments of code.)
Preferably, I would like someone to help me with the project, but I understand this is not an easy task, so not everyone can apply.
I don't mind being a tester
Edit: also will we be able to play gameloft games and nfs shift?
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dilzo said:
I don't mind being a tester
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Click to collapse
Nice, thanks.
However, you have to understand that it is not a simple drop-in replacement of standard GL libs. This project replaces the whole graphics subsystem of the phone, including some kernel modules and this makes testing a bit more complicated as it needs pretty big modification of the phone software.
If it is not a problem for you then ok.
dilzo said:
Edit: also will we be able to play gameloft games and nfs shift?
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Click to collapse
It all depends if all the extensions required by these games will get implemented. Also, there may be some problems with screen resolution of Galaxy 3, which is a not standard one. I cannot give any claims regarding the performance as the real performance of this hardware is unknown.

[Q] crazy idea about porting halo

ive just realised something. halo ce's minimum requirements are 800mhz processor and geforce 2 gtx and 256mb of ram. a lot of phones have more processing power than that (im mainly thinking about tegra 2 phones like the atrix)
So aside from the direct x issue would it be possible to port halo ce onto android?
thre3aces said:
ive just realised something. halo ce's minimum requirements are 800mhz processor and geforce 2 gtx and 256mb of ram. a lot of phones have more processing power than that (im mainly thinking about tegra 2 phones like the atrix)
So aside from the direct x issue would it be possible to port halo ce onto android?
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...
thre3aces said:
...aside from the direct x issue...
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Click to collapse
That is kind of a big issue, but maybe. It would have to run as a native application, and it would need to be ported to run on openglES, It would also involve a lot of refactoring to make a java-based interface to the game.
Possible... maybe with the source code, and some talented devs.
Not likely to be coming soon, and then there is the whole IP issue on top of the difficulty of the porting... I know I value my sanity too much to work on such a project.
Not likely. You may think that our current processors are more powerful, but that's not necessarily true. Watt for watt they are, but those non mobile x86 processors run many more instructions than these mobile chips. Also porting a game in x86 to ARM is a massive undertaking, not really worth it.
Sent from my HTC Sensation Z710e using XDA App
ive recently started a thread here:
http://forum.xda-developers.com/showthread.php?t=1195712
wouldnt this help if the interface is java-based?
Yay I have a atrix
Sent from my MB860 using XDA App
This is relevant to my interests. I was wondering why a Diablo 2 style game couldn't be tried. I know my phone far overpowers my old pc. Lol
There are two main technological hurdles to overcomes when porting games from consoles/PC to a mobile platform are:
1. CPU Performance
Just because a ARM CPU has a higher clock-rate than a non-low-power CPU doesn't mean that it is more powerful. ARM is a RISC (Reduced Instruction Set Computing) CPU which means that it is ideal for low-power limited memory devices. However some operations that could be completed in one clock-cycle on an X86 CPU may take two or more clock-cycles an ARM CPU.
Even when comparing ARM CPUs to RISC PPC CPUs included in game consoles, the PPC CPUs tend to implement optimisations that aren't available in mobile ARM CPUs.
2. Graphics
As previously mentioned the main problem is that console and PC games are all developed with OpenGL (or possibly DirectX) not OpenGL ES. Whilst OpenGL ES 2.0 does have support for programmable shaders it's still very limiting compared to what can be achieved with OpenGL (even old versions).
Other Issues
There are also other issues due to the limited (or different) input mechanisms available to mobile device. The smaller physically sized screens are also potentially a issue even if resolutions are similar.
yea ive taken that into account and i know that arm CPUs are slower than an intel/amd counterpart despite higher clock speed. but surely a 1ghz dual core arm cortex a8 is faster than a 800mhz intel cpu.
the open gl thing was something i completely forgot about and know that you mention it i think the whole idea may not be possible. BUT i found this on wiki "PowerVR's Series5 SGX series features pixel, vertex, and geometry shader hardware, supporting OpenGL 2.0 and DirectX 10.1 Shader Model 4.1".
maybe it is still possible.
the screen size is another big issue. but maybe it will be ok on a tablet like the zoom.
We need to start looking into this again
Qualcomm will be releasing the snapdragon 810 soon it supports direct X, is x64, and has 2.7+ghz I think porting pc games is becoming much more of a reality and I would love for someone to give me a reason ditch my pc for gaming
I'd hate to re revive but since android practically is Linux, couldn't we focus on wine for android? That would not only allow people to install direct x in the first place on android phones and tabs but also open up many many possibilities such as a PC version of steam for android. A fun way of this could be taking advantage of Samsung's multi window support. But yes there is no halo for android before wine. Once wine is existant there will be PC on android. And Gabe's 3 will be comfirmed.
I have DREAMED of Halo in my pocket, and this is why I started developing. I thought I could put in the hours to at least get it off to a good start and get people involved. Here are the main issues, and the reasons that I (and I bet any others who have tried) eventually gave up.
It's been pointed out the difference in processing and graphics. X86 processors just run many more instructions than mobile processors. Mobile processors are catching up, and have been more powerful for a long time, but even if one runs a comparitively adequate number of instructions it still communicates differently with graphics processors and ram etc. This alone is intimidating because means that the entire game would have to be redone from scratch and the assets either stolen (yikes) or a partnership arranged with Microsoft.
Enter Microsoft. I love ole Mikey Soft I do, but they are defensive about their Halo. They recently made it almost impossible to install a fan project rework of Halo 1 CE. Any attempts to port to Android would be met with similar treatment. *Cough* they don't trust fans, but they gave Master Chief to 343, killed Cortana, and then made her evil.* That was a long cough. In their defense they have probably not pursued this because of the last point here: porr end product = poor user experience.
So processor, graphics, Mike, and finally porting itself. Borderlands 2 was recently ported onto an arm (mobile) processor. I bought a PS Vita+BL2 bundle specifically to see if I could learn anything about porting other pc games, like Halo. If you've played it you know that it is AWESOME, but has a great deal of glitches, frame rate drops, and even later loading textures than the PC/console version. To be fair I'm SHOCKED that BL2 and all its dlc run as well as it does on Vita. Bravo yo!
My conclusion was that it would have to be completely remade which would require using assets from a zealously guarded IP, and if a partnership was struck the final product would likely be extremely hard to optimize leaving all of us nostalgic fans with dissapointment as we are trying to launch each other to the top of blood gulch but run into such low fps that we can't coordinate the required wart hoggery. This is also why there are several Halo-ish games on Android. It's tough to Port, but much easier to imitate. Sad pandasaurus.
sorry to revive an older thread but heres an apk. i found however its in Spanish if someone can change the language it would be great.

Direct X AND Android

here we all know that there are many android devices with different cpu and gpu and due to these different hardware there are many problem happen to playing games
in the pc world there are also different hardware in many pc but games work great on every pc which have totally different hardware form each other and i think that this is happen only with Direct x
my point is that is it possible on Android .can someone make the software like direct x for android so we can play games on every android devices which have different cpu and gpu
(some universal graphics method like DirectX where GPU type doesn't matter). IS IT POSSIBLE ON ANDROID
SORRY for my BAD ENGLISH
THANKS
yeah... its called OpenGL
dicker1 said:
yeah... its called OpenGL
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Click to collapse
Indeed OpenGL is the platform used (is also used on linux) which works in many cases just as well as direct x (which is only for windows btw).
Valve are doing alot of work porting l4d2 to opengl and finiding it runs far better.
Anyway the point is there already is this software on android which works very well. But just like games on windows there still has to be minium requirements (good luck running crysis on a 10 year old computer) and so some games do require more powerful gpus like the tegra 3 chip
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