Linaro 12.02 Release with Kernel 3.3-rc

Linaro has just released version 12.02 based on Linux Kernel 3.3-rc and Android 4.0.3. Among the key points, they have started to work on Freescale i.MX6 SabreLite board, included libav 0.8 to Ubuntu images which provides up to 160% performance improvement while playing real-media videos and XBMC is available via PPA. Here are the highlights of the release: Android Linaro Android can now be built with current GCC 4.7 snapshots. A 4.7 based toolchain build preview is also available. Linaro Android can boot on iMX6 Sabrelite boards. All test result spreadsheets have been streamlined and are now easier to use. Bluetooth enablement have been completed for the Origen board. A Prototype of using camera on Snowball was made. Presentations Given by Linaro Android Team this cycle “Binary Blobs Attack!!!” – Embedded Linux Conference. “What Android and Embedded Linux can learn from each other” – Embedded Linux Conference. “Integrating Projects Using […]

Raspberry Pi OpenGL and OpenMAX IL “Hello World!” Applications

As you may already know, Raspberry Pi has released their first SD card image with Debian. This morning, I explained how to use that image in qemu. I’ve been waiting for samples to take advantage of the power Videocore GPU inside Broadcom BCM2835 SoC used in the Raspberry Pi board and the goods news is that they added Hello World code samples in C to make use of those capabilities. The sample are located in /opt/vc/src/hello_pi directory: hello_audio – Audio output demo using OpenMAX IL through the ilcient helper library hello_triangle – A rotating cube rendered with OpenGL ES with 3 images used as textures on the cube faces. hello_video – Video decode demo using OpenMAX IL through the ilcient helper library You can either compile those samples in the board or cross-compile them in your host machine. Since you need the GPU, you will obviously not be able to […]

Wayland Library: X11 Display Server Replacement for Linux

The X Window System has been implemented in Linux since the beginning and manages the graphical user interface of most Linux distributions, although some embedded systems do without X11 and use lightweight graphics libraries such as Nano-X, SDL, DirectFB etc… X11 is invisible to the end-user but does all the hard work needed to have Gnome, KDE and Unity user interfaces work properly and smoothly. However, in recent years, GNU/Linux desktop graphics has moved from having numerous rendering APIs talking to the X server which manages everything towards putting the Linux kernel in the middle with direct rending (e.g.  OpenGL, VDPAU/VAAPI) with window systems taking the backstage. This new architecture  provides a much-simplified graphics system offering more flexibility and better performance. The problem is that the X Window System is highly complex, a complexity that is not really needed with the newest version of the kernel. That’s where Wayland protocol comes […]

Raspberry Pi Codecs and Graphics/Video APIs

The Raspberry Pi Foundation has announced which codecs and API would be supported in the Raspberry Pi. The Raspberry Pi board will support the following Graphics and Video API via a set of closed source libraries that give access to the GPU acceleration features: OpenGL ES 2.0 –  OpenGL is a 3D Graphics API defined by the Khronos Group. OpenVG – OpenVG is a 2D vector drawing API also defined by the Khronos Group. EGL – EGL is the interface between Khronos rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system. OpenMAX IL – OpenMAX supplies a set of API’s that provides abstractions for routines used during audio, video, and still images processing. OpenMAX defines 3 layers, Raspberry Pi library will provide an interface to the IL layer, which provides an interface between media framework such as Gstreamer and a set of multimedia components. […]

Android Developers Conference 2012 (AnDevCon III) Schedule

The full schedule for AnDevCon III (14-17 May 2012)  has finally been released with 42 different classes and several workshops. The sessions will be organized into five subject area: Developer Essentials: These technical classes and workshops are for all Android developers and cover all programming topics. Android Enterprise: These technical sessions cover topics specific to building and managing apps for employees, business customers and partners, such as back-end integration corporate data center communications, ERP or CRM systems. Android Business: These classes and workshops are for entrepreneurial developers who want to learn the most effective ways of distributing and selling Android apps, including how to maximize profit through the Android Market. Android Tablets and beyond: These classes and workshops are specific to commercial devices beyond smartphones, including tablets, Google TV, and other platforms. Embedded Android: These classes and workshops are for developers working close to the hardware, such as on custom […]

20 Times More Graphics Performance with Imagination G6200 and G6400 PowerVR Series 6 GPU

Imagination Technologies announced the first two IP cores, namely PowerVR G6200 and G6400 GPU IP cores, part of PowerVR Series6 GPU cores. PowerVR Series6 relies on PowerVR Rogue architecture based on a scalable number of compute clusters and designed to target the requirements of new high-end graphics applications for smartphones, tablets, PC, console, automotive, DTV and more. The G6200 and G6400 have 2 and 4 compute clusters respectively. The company claims that PowerVR Series6 GPUs can deliver 20x or more of the performance of current generation GPU cores targeting comparable markets thanks to the new Rogue architecture that is around 5x more efficient than previous generations. The PowerVR Series6 GPU cores offer computing performance exceeding 100GFLOPS (gigaFLOPS) and reaching the TFLOPS (teraFLOPS) range. The PowerVR Series6 family introduces new technologies and features such as: An advanced scalable compute cluster architecture. High efficiency compression technology including lossless image and parameter compression […]

Graphics Hardware Acceleration for Android 4.0 on Origen and Snowball Development Boards

Last week, Linaro Android team announced that graphics hardware acceleration (2D and 3D) was coming to Android 4.0 for ST Ericsson Nova A9500 Snowball and Samsung Exynos 4210 Origen development boards. They have now release 2 videos to show the progress on the implementation. The first video (around 5 minutes) showcases Samsung Origen development board running Linaro’s build of Android ICS with 2D and 3D demo. The second video (1:21) shows 2D hardware acceleration on ST Ericsson Snowball board. Snowball Android 4.0 daily snapshots and instructions are available at https://android-build.linaro.org/builds/~linaro-android/staging-snowball/ and Origen builds at https://android-build.linaro.org/builds/~linaro-android/staging-origen/ The official December 2011 releases should also come pretty soon are available at http://releases.linaro.org/11.12/android/. Jean-Luc Aufranc (CNXSoft)Jean-Luc started CNX Software in 2010 as a part-time endeavor, before quitting his job as a software engineering manager, and starting to write daily news, and reviews full time later in 2011. www.cnx-software.com

Qt Labs Releases Qt 4.8.0

Qt Labs has just announced the release of Qt 4.8.0 featuring Qt Platform Abstraction, threaded OpenGL support, multithreaded HTTP and optimized file system access. Here are some of the new key features  in Qt 4.8.0: Qt Platform Abstraction (QPA) QPA restructures the GUI stack to enable easier porting of Qt to different windowing systems and devices. Previously called Lighthouse. Threaded OpenGL supportEnables developers to render OpenGL from more than one thread concurrently. See Threaded OpenGL in 4.8 for more details. Multithreaded HTTP HTTP requests are now handled in a separate thread by default. This should make application guis smoother, as networking will no longer use the main event loop. Optimized file system access The file system stack received some heavy lifting under the hood. The result is better I/O performance, achieved by reducing the number of system calls performed for I/O and by better use of cached data, when available. […]