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PockeHAL and raw framebuffer (LG KS20)


Postby Kzinti » May 11, 2008 @ 7:25pm

Well if you find a way to make it work on the KS20, I'd love to implement it in PocketHAL. Just keep me informed.
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Postby s.l.i » May 15, 2008 @ 11:00am

I already updated my KS20 german from v10b to v10e and now all GAPI/DirectDraw/PocketHAL applications are running on the device.
Though, sometimes they freeze, especially when device wakes up from standby and some other applications are running in background.
There are rumours that a v10f version will be available within next weeks. Maybe it fixes this behavior...

Here is the link to all you need for an update:
http://forum.xda-developers.com/showthread.php?t=369481

Unfortunately an english ROM update doesn't exist at the moment but many other languages are available.
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Postby Kzinti » May 15, 2008 @ 5:05pm

Thanks for the update SLI.
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Postby drgoldie » Jun 23, 2008 @ 9:31am

I can also confirm that after the update PocketHAL works fine. It is a pitty that these updates are quite hard to find since they are mandatory to make the device usable.

BTW: Are there plans to extend the support frame buffer abstraction via OpenGL ES texture blitting?

Daniel
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Postby Kzinti » Jun 23, 2008 @ 9:50am

Is OpenGL ES texture blitting faster then direct screen access? Or are you proposing to use that as a workaroud on the LS20?

I haven't looked at it, but if there is a benefit, it can probably be added easily.
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Postby drgoldie » Jul 7, 2008 @ 7:56pm

Usually it is slower, since textures are typically stored in a non-linear way and the driver does the reordering.

It would mainly be a work around for devices that do not work otherwise, such as the KS20 with its default ROM.
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SDKs for fast and robust device-independent access to Pocket PC display hardware.

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