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

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.
Click to expand...
Click to collapse
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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Click to collapse
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?
Sent from my GT-I5800 using XDA App

dilzo said:
I don't mind being a tester
Click to expand...
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?
Click to expand...
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.

Related

[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

What is all the obsession over dual core phones?

I have to ask: Why does everyone want a dual core phone which cant even currently be used?
I say it cant be used because dual core processors cant be used on Android 2.3 Gingerbread/Linux kernel 2.6.35, there is only multi-core processor support in A3H/L2.6.36 (only avaliable (officially) on tablets). We will see problably support in in "A4I"/"L3.6.37" for both phones and tablets.
So whats everyones obsession? The only thing you are problably gaining is a SLIGHT speed boost (not even close when a kernal that supports it is released) and more battery drain.
On a counterside this could bring good marketing to Google: They release "A4I", current dual core phones get a HUGE speed boost and everyone praises Google. Could work good for them.
Interesting, I never knew Gingerbread couldn't support dual cores on phones. Good info, I guess I'll keep my Evo for another year.
It's pretty easy to compile the kernel to use multi core processors. The current one may not, but hold your judgement until it's actually released.
crazy25000 said:
It's pretty easy to compile the kernel to use multi core processors. The current one may not, but hold your judgement until it's actually released.
Click to expand...
Click to collapse
So true............. Currently 0.0000000000000000000000000000000000000000000001% of users AND developers of applications can and are willing to complie a custom kernel not used by the rest and use/make multi core supported applications with its multi core supported kernel.
I guess progress has to begin somewhere?
i don't think i'll ever need / want a dual core phone for my daily rutine, my SGS is perfect for me, what more could you need from a phone? don't think they'll be able to fit jet packs on them any time soon...
riahc3 said:
So true............. Currently 0.0000000000000000000000000000000000000000000001% of users AND developers of applications can and are willing to complie a custom kernel not used by the rest and use/make multi core supported applications with its multi core supported kernel.
Click to expand...
Click to collapse
What I'm saying is the kernel can easily be compiled by Google or Samsung and used as the stock kernel on the GSII.
maranello69 said:
i don't think i'll ever need / want a dual core phone for my daily rutine, my SGS is perfect for me, what more could you need from a phone? don't think they'll be able to fit jet packs on them any time soon...
Click to expand...
Click to collapse
Yeah its logical to think like that but 3 years ago who thought you need phone with such big screen and processor/RAM almost match PC speed?
As someone said somewhere they have to start but interesting thought by thread creator
ksavai said:
Yeah its logical to think like that but 3 years ago who thought you need phone with such big screen and processor/RAM almost match PC speed?
As someone said somewhere they have to start but interesting thought by thread creator
Click to expand...
Click to collapse
Honestly those arent needs either. But as of right now the only purpose of a dual core phone is to brag.

[dev] kingdom lockscreen port

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/

[Q] Captivate rom derived from SGSII?

I tried looking for this, but wasnt able to get any hits.
Is the hardware between the SGS and SGS II so different that a stock rom of the SGSII cannot be used as a basis for an SGS rom?
krook1 said:
I tried looking for this, but wasnt able to get any hits.
Is the hardware between the SGS and SGS II so different that a stock rom of the SGSII cannot be used as a basis for an SGS rom?
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They are totally different phones. different modems, cpu, screen, memory, size, chips, basically every way phones can be different. No way a transfer of a ROM between the two would work.
There is a 2.3.3 ROM that has some of the apps and features of the SGSII called SimplyGalaxyII i think, look in the dev section. THat is the closest we will get.
little8020 said:
There is a 2.3.3 ROM that has some of the apps and features of the SGSII called SimplyGalaxyII i think, look in the dev section. THat is the closest we will get.
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Click to collapse
Yep - http://forum.xda-developers.com/showthread.php?t=1076724 This as about as close as you will get for now.
Thank you.
I was hoping that there was some way based on the sources shared (by Samsung) that a kernel could be built for the Cappy. But it looks like there too many differences to be able to take advantage of the fixes that they've put in.
krook1 said:
Thank you.
I was hoping that there was some way based on the sources shared (by Samsung) that a kernel could be built for the Cappy. But it looks like there too many differences to be able to take advantage of the fixes that they've put in.
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Do you use the same drivers on your computer for all ati cards just because their built by Ati?
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bobtukin said:
Do you use the same drivers on your computer for all ati cards just because their built by Ati?
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Actually yes. ATI calls their driver package catalyst you and download the same one no matter what ati card you are using.
Drivers are written with various choices in mind (I've written/modified a few myself).
Sometimes vendors create a family of "devices" that can be handled by the same driver. This is either controlled by compile time switches or even run time detection.
At other times, the vendor may develop a brand new hw architecture on a new device, and it may not be worth it to plumb an existing driver with code that runs across multiple device families.
Driver binaries will require device, target CPU arch and kernel APIs to be very close/exact match to be used across systems. Post #2 clarifies that this is not the case.
I did not have knowledge of the devices on the SGS II, and hence the OP: if they differ a lot.
So is the SGSII the next big development platform? That's what I'm hoping, as I'll probably get one come August, assuming they are out.
Just for arguments sake, lets say by some miracle we could get an sgs 2 rom on a cappy. How would it run? It would be expecting a dual core 1.2 ghz not a single 1 ghz, and double the ram. I doubt it would run at all.
krook1 said:
I tried looking for this, but wasnt able to get any hits.
Is the hardware between the SGS and SGS II so different that a stock rom of the SGSII cannot be used as a basis for an SGS rom?
Click to expand...
Click to collapse
Yes, the hardware is so different that ROMs designed for the GS2 will NEVER work on the GS1. Doesn't mean little parts here and there (like TW4 for example) can't be ported from one to the other, but as far as how the ROMs work at the driver level, it isn't possible to port the entire OS base.
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neubauej said:
Just for arguments sake, lets say by some miracle we could get an sgs 2 rom on a cappy. How would it run? It would be expecting a dual core 1.2 ghz not a single 1 ghz, and double the ram. I doubt it would run at all.
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Click to collapse
Touchwiz 4 has already been ported and it runs fine, that's all you're going to get from that rom.

Will android ever see gpu acceleration?

yes, yes i have searched the google and the only answers i found were from early 2010's... are there any news if android will ever be gpu-accelerated? or would they have to start from start to make it happen? thx.
Samsung had done that on their new phones
Its True
Galaxy S II is the only phone one the market with that capability or maybe MALI 400 is just THAT AWESOME.
akbisw said:
Galaxy S II is the only phone one the market with that capability or maybe MALI 400 is just THAT AWESOME.
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Click to collapse
yes samsung galaxy s2 is having hardware acceleration and same they are trying to implement in cyanogen mod, that's why they hired the owner of cyanogen
really and why does samsung hire and pay cyanogen dev to implement hardware acceleration in cyanogen?
akbarhash said:
really and why does samsung hire and pay cyanogen dev to implement hardware acceleration in cyanogen?
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most probably because alot of people don't like touch wiz.
GPU acceleration for the UI elements is definetly present in Honeycomb but therefore only on Tablets. So the big question is, whether they'll put it on phones with Ice Cream Sandwich or not.
Personally I'm afraid they won't ever bring it to phones according to the argumentation at the beginning in this GoogleIO 2011 talk: http://www.youtube.com/watch?v=v9S5EO7CLjo
Basic gist: multi-core processors are enough on small screen devices to handle UI drawing which I think is a terrible argumentation.
Of course I hope I'm wrong
Androyonisus said:
GPU acceleration for the UI elements is definetly present in Honeycomb but therefore only on Tablets. So the big question is, whether they'll put it on phones with Ice Cream Sandwich or not.
Personally I'm afraid they won't ever bring it to phones according to the argumentation at the beginning in this GoogleIO 2011 talk: http://www.youtube.com/watch?v=v9S5EO7CLjo
Basic gist: multi-core processors are enough on small screen devices to handle UI drawing which I think is a terrible argumentation.
Of course I hope I'm wrong
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Click to collapse
I really hope ics has hardware acceleration. It's one of the things the iphone has over android. The ui is just so smooth.
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