Hardware acceleration for Dell axim x50v/x51v

Altren

26-03-2007 03:02:06

Does port to pocket PC support hardware acceleration.
How to enable it?

second_comet

26-03-2007 06:30:57

there is no hardware accecleration in pocketpc at the moment. the softGL that you are using are fully using software rendering.

Altren

26-03-2007 06:54:08

There is. I know that softGL doesn`t support, but this port have different render systems. Does it work with openGL ES?

openGL ES by powerVR support hardware acceleration of 2700g.
2700g is graphical accelerator in axim x50v/x51v.

second_comet

26-03-2007 09:04:57

there is a opengl es (vincent) rendering . I haven't tried demo on that.

GenericBum

23-04-2007 16:35:15

I think the main problem is that I don't have a hardware accellerated device to test on.

However, one of the other developers has sent me their work, which works with hardware driven OGL-ES. I believe he was using the PowerVR implementation. I'll see if I can do a review of the code, so it can be checked in.

GenericBum

che1404

21-09-2007 08:22:50

Hi GenericBum!
Have you already tested any device with hardware acceleration?

Cheers,
Ro

GenericBum

23-09-2007 07:04:33

Hi che1404,

Nope. There is another developer that did test several devices.
The code for Hardware Acceleration is checked into the add-ons project now.

Thanks,
GenericBum

che1404

24-09-2007 11:39:40

I'm trying to compile the GLESX RenderSystem, but I'm having a couple of problems.
Is it implemented over OpenGL| ES 1.0 or 1.1?
The thing is that for my Dell Axim x51v I'm using the PowerVR implementation of OpenGL| ES 1.0, not 1.1. And I'm having a few linker errors, all of them related with the additions in OpenGL| ES 1.1...

Anyone has tried to compile it against the PowerVR implementation library?
How could I get hardware acceleration?
Thanks in advance.

GenericBum

24-09-2007 16:44:18

My apologies che1404:

I never checked the code in for PowerVR ES 1.0 support.
Please do a CVS update from the PocketPC project.

There is now a switch for the GLESX render system project.
Any configuration you want to use ES 1.0 and the PowerVR lib should define __2700G__ as a preprocessor directive.

At some point I should add two more configurations: HardwareAccelDebug HardwareAccelRelease.

Thanks,
GenericBum

che1404

25-09-2007 11:59:33

O.K.
I think I forgot to do the cvs update. Thank you very much, but I have now another linker error, dealing with glues library. I have downloaded the glues.lib library from http://glutes.sourceforge.net/ but there are a couple of functions that seems not to be implemented. My error is:


1>OgreGLESHardwarePixelBuffer.obj : error LNK2019: símbolo externo gluBuild2DMipmaps sin resolver al que se hace referencia en la función "public: virtual void __cdecl Ogre::GLESTextureBuffer::upload(class Ogre::PixelBox const &)" (?upload@GLESTextureBuffer@Ogre@@UAAXABVPixelBox@2@@Z)
1>OgreGLESRenderSystem.obj : error LNK2019: símbolo externo gluErrorString sin resolver al que se hace referencia en la función "public: virtual class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > __cdecl Ogre::GLESRenderSystem::getErrorDescription(long)const " (?getErrorDescription@GLESRenderSystem@Ogre@@UBA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@J@Z)


More specifically, the functions: gluBuild2DMipmaps and gluErrorString seems not to be implemented.
What implementation have you used?

Thanks again,
Ro

che1404

25-09-2007 12:48:11

Well, I see that there is an implementation in the SoftGL RenderSystem of those functions, but the file glues.c was not added to the GLESX RenderSystem project...

Now everything compiles, but I have an exception (Integer division by zero) in "gluBuild2DMipmapLevelsCore" function.

Specifically, the crash happens in these lines:



//jpsml
groups_per_line = width;

element_size = bytes_per_element(type);
group_size = element_size * cmpts;

rowsize = groups_per_line * group_size;
padding = (rowsize % psm.unpack_alignment);
if (padding) {
rowsize += psm.unpack_alignment - padding;
}
//jpsml


The psm structure contains 0 value in "unpack_alignment" attribute, so that is the problem.
Specifically, the previous function call to "retrieveStoreModes(&psm);" returns invalid data. So "glGetIntegerv(GL_UNPACK_ALIGNMENT, &psm->unpack_alignment);" is the real problem...

Any idea about it?
As you know, I'm using the Axim x51v PDA, with the Intel 2700G accelerator.

Thanks in advance,
Ro

GenericBum

25-09-2007 15:25:44

Well, I see that there is an implementation in the SoftGL RenderSystem of those functions, but the file glues.c was not added to the GLESX RenderSystem project...

Now everything compiles, but I have an exception (Integer division by zero) in "gluBuild2DMipmapLevelsCore" function.

Specifically, the crash happens in these lines:



//jpsml
groups_per_line = width;

element_size = bytes_per_element(type);
group_size = element_size * cmpts;

rowsize = groups_per_line * group_size;
padding = (rowsize % psm.unpack_alignment);
if (padding) {
rowsize += psm.unpack_alignment - padding;
}
//jpsml


The psm structure contains 0 value in "unpack_alignment" attribute, so that is the problem.
Specifically, the previous function call to "retrieveStoreModes(&psm);" returns invalid data. So "glGetIntegerv(GL_UNPACK_ALIGNMENT, &psm->unpack_alignment);" is the real problem...

Any idea about it?
As you know, I'm using the Axim x51v PDA, with the Intel 2700G accelerator.

Thanks in advance,
Ro


I wish I could help - but without any accelerated hardware, it's going to be difficult for me to assist.

GenericBum

wpc062

23-10-2007 10:02:23

hello, I got the same problem during using RenderSystem_GLES in my PDA(DELL Axim X51V), and I want to know whether this problem is solved or not.Thanks.

che1404

24-10-2007 09:34:08

Hi!
I also want to know whether the problem has been solved.

Cheers,
che1404

GenericBum

24-10-2007 17:23:49

Ok. Can you test your units without using the Hardware API? Just compile and use Vincent instead.

Thanks,
GenericBum

che1404

25-10-2007 07:45:33

Ok. Can you test your units without using the Hardware API? Just compile and use Vincent instead.

Thanks,
GenericBum

With the RenderSystem_SoftGL there is no problem with the texture loading.
By the way, the pen input seems not to work. The event is captured by the O.S. and not by the OGRE Window...

Cheers,
che1404

wpc062

25-10-2007 08:43:45

GenericBum,
I have tried this and it may be impossible. Because there exist several APIs which are not implemented in Vincent while used by GLESX. Of course we can use SoftGL(depending on Vincent) to run very well.
OgreGLESHardwarePixelBuffer.obj : error LNK2019: 无法解æž

che1404

25-10-2007 10:38:57

GenericBum,
I have tried this and it may be impossible. Because there exist several APIs which are not implemented in Vincent while used by GLESX. Of course we can use SoftGL(depending on Vincent) to run very well.


I've compiled RenderSystem_GLESX against the Vincent implementation (libGLES_CM.lib) and it links without any error. But the plugin cannot be loaded, and I don't know why. I'm trying to debbug it right now...

Cheers,
che1404

che1404

25-10-2007 11:22:35


I've compiled RenderSystem_GLESX against the Vincent implementation (libGLES_CM.lib) and it links without any error. But the plugin cannot be loaded, and I don't know why. I'm trying to debbug it right now...


O.K. I wasn't copying the libGL.dll file to the Ogre directory, so RenderSystem_GLESX.dll couldn't be loaded. Now the examples compile and run, but there appear some artifacts (some triangles or something like that) and it seems not to go very well.
I've tried the Rasteroid implementation and it throws an exception while creating the window.

Cheers,
che1404

wpc062

25-10-2007 11:46:27

che1404,
I have made a mistake :oops: , and only used Klimt to take the place of Hardware APIs. Now use Vincent ogles v1.0.0 instead, there is no compile errors.

GenericBum

17-01-2008 16:34:46

Would someone mind zipping their current source tree and PMing me?
I can provide an FTP for them to upload it. I would like to update CVS so everyone can benefit from the configuration changes and bug fixes.

Please let me know.

Thanks,
GenericBum

pratty70

23-05-2008 10:41:24

Has anyone made any progress on the hardware rendering implementation. I have it compiled against libGLES_CL.lib and it runs, but textures are loaded incorrectly (it would appear) - and I just get a blank white screen!!?? Although the system is running and generating logs under the bonnet!

hmmmmm.

Anybody worked on this recently?

Cheers

Chris