Anyway - back to the topic at hand.
The reason I'm working on the Donut branch of Android, and patching it for ARMv4T, is that I would eventually like to use it on my OpenMoko FreeRunner, which currently uses Android-Cupcake from KoolU / Michael Trimarchi. Although the generic Donut branch now builds successfully with my patch, I still need to migrate all of the hardware-specific FreeRunner changes that KoolU (any many others) made.
If you feel interested in starting from the upstream end and working downstream, as opposed to starting from KoolU git and working upstream, then check out my patch (update: see bottom of post for updated patches) and give me some feedback. I'm not inclined to submit it upstream yet, without having tested out an an actual device, so it's in very early stages right now, but it definitely builds.
You'll need to create a buildspecs.mk file, like the one below, and put it in the base of your android build directory:
TARGET_SIMULATOR := false
TARGET_BUILD_TYPE := release
TARGET_ARCH_VERSION := armv4t
- While working on the above patch, I discovered that a lot of upstream work has been done on Android under the hood to support ARMv4T. That includes v4T assembly optimization for opencore, dalvik, etc. Bottom line - this is good for the FreeRunner! However, there are still a few places which need improvement though, and equivalent v4 asm. I filled in some of the gaps (external/opencore/codecs_v2/video/m4v_h263/enc/src/fastquant_inline.h) last night, but the rest are mainly all of the files that think CLZ is an V4 ARM instruction (sheesh!). They were easy enough to convert to C-equivalent code.
- Recently Michael Trimarchi also announced some work was underway to integrate the libGlamo code into Android's GL. Not too shabby! Perhaps we might see an accelerated Android on the OpenMoko FreeRunner in the near future!
- I recently put some thought to the Glamo's limited 511x511 buffer and limit of 7Mb/s to memory. Sure, it sucks, that we can't do everything at 640x480 (as advertised), but aren't there other ways to get around it? Such as performing acceleration on one quadrant of the FB at a time? Or switching to/from a lower or higher resolution when playing video / games ? We essentially have to beg for, borrow, cheat & steal those accelerated pixels if acceleration is to work.
update-20091214: Please see my newer post for a continuation of the effort.