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uImage Attached is the Kernel needed to construct the following image: i.MX 6Dual/6Quad Power Consumption Measurement Linux Image Attached is the Kernel needed to construct the following image: i.MX 6Dual/6Quad Power Consumption Measurement Linux Image i.MX6Dual i.MX6Quad
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How to port new audio codec into Android.docx
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MC56F83000開発ガイド MC56F83000は最新のDSCファミリーであり、以前のファミリーにはない新機能を備えています。ここでは、お客様がアプリケーションプロジェクトを開発する前に機能を知ることができるように、ここにリストしています。 1)USBTAPデバイスはサポートされていません 2)ROMブートローダーがサポートされているため、ユーザーはリセット後にblhostツールを使用してブートローダーモードでコードをダウンロードできます 3)MC56F83xxxがFlashのアプリケーションコードから開始するかブートローダコードから開始するかを認識できるように構成フィールドを書き込みます。4)ISRの前に #pragma マクロをプレフィックスとして追加します。
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MC56F83000开发指南 MC56F83000 是最新的 DSC 系列,它具有前一代系列所没有的新功能,我在这里列出它们,以便客户在开发应用项目之前了解这些功能。 1)不支持USBTAP设备 2)支持ROM引导加载程序,因此用户可以在重置后使用blhost工具在引导加载程序模式下下载代码 3) 编写配置字段,以便 MC56F83xxx 知道它是从 Flash 中的应用程序代码还是引导加载程序代码启动 4) 在 ISR 之前添加 #pragma macro 作为前缀
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Android Graphic UI with GPU Hardware Acceleration Graphics are a big topic in the Android platform, containing java/jni graphic framework and 2d/3d graphic engines (skia, OpenGL-ES, renderscript). This document describes the general Android graphic stack and UI features on Freescale devices. 1. Android Graphic Stacks All Android 3D apps and games have the following graphic stack: Android system UI and all Apps UI follow 2D graphic stack as below, the hardware render will accelerate Android 2D UI with GPU HW OpenGL-ES 2.0 to improve the whole UI performance. Hardware acceleration can be disabled on i.mx6 in device/fsl/imx6/soc/imx6dq.mk USE_OPENGL_RENDERER := false Then rebuild frameworks/base/core/jni, and replace libandroid_runtime.so Surfaceflinger is responsible of all surface layers composition, and  then generate the framebuffer pixmap for display devices. these graphic surface layers are from 2D/3D apps. Hwcomposer is the alternative module of Surfaceflinger with OpenGL-ES. Hwcomposer is used to combine the specific surface layers supported by specific vendor devices. Freescale i.MX6 devices use GPU 2D to combine most surface layers, and the system power can be reduced with GPU 2D instead of GPU 3D. The typical power saving case is video playback. Hwcomposer with GPU 2D can offload GPU 3D task when running game and benchmarks, it is proved to improve the overall system performance about 20%. 2. Performance measurment Show FPS for Android system performance For NFS boot you can set “debug.sf.showfps” to 1 in init.freescale.rc (“setprop debug.sf.showfps 1”) and then reboot the system. For SD or EMMC boot, you can issue command “setprop debug.sf.showfps 1” in console, then find system_server thread by top and kill it to reset the system. Graphic benchmarks for 3D capability measurement Quadrant Full test benchmark cover CPU, Memory, IO, 2D and 3D GLBenchmark http://www.glbenchmark.com/ NenaMark2 https://market.android.com/details?id=se.nena.nenamark2 An3DBench http://www.androidzoom.com/android_applications/tools/an3dbench_hnog.html AnTutu http://www.antutu.com/software.html 3DMark http://www.futuremark.com/benchmarks/3dmark06/introduction/ Browser benchmarks http://www.webkit.org/perf/sunspider/sunspider.html http://v8.googlecode.com/svn/data/benchmarks/current/run.html http://www.craftymind.com/guimark2/ http://www.craftymind.com/factory/guimark/GUIMark_HTML4.html http://themaninblue.com/writing/perspective/2010/03/22/ 3.  Android UI features Dual display with same content This feature is supported in the default image in Android i.MX 6 release package. In this feature, LVDS panel and HDMI output can be supported simultaneously. It is only enabled when the HDMI TV has been connected with the board. Overscan for TV devices Some TVs may miss display the contents in overscan area. To avoid the contents in overscan area being lost, the common implement is by underscanning with an adjustable black border and letitng the viewer adjust the width of the black border. The downscan operation is done by surfaceflinger when it does surface composition through HW OpenGL ES. There is no performance impact since all the work is done by GPU HW. Overscan can be configured in display setting in visual mode: 32 bits color depth 32bpp UI can be supported by adding “bpp=32” in uboot as below: setenv bootargs ‘… video=mxcdi1fb:RGB666,XGA,bpp=32 …’, also can configure it in display setting. Enable 32bpp frame buffer and application surface buffer will be allocate to RGBA8888 format instead of default RGB565 format, that means more system memory is allocated. After enabling 32bpp, if some applications still don't have better UI quality, check to see if  there is hard code to request RGB565 format surface (should request RGBA8888 format to get better quality). Sample code is attached to test for 32bpp (left is on 16bpp, right is on 32bpp) Display Visual Setting The display setting is the add-on feature in FSL Android release, it is very convenient for end-users to change display property, mostly for the following features: Dual display enablement Display color depth setting(16bpp, 32bpp) Overscan adjustment in horizontal and vertical orientation 4. Issue Diagnosis Application Compatibility Some Android applications may not run correctly on some Android releases. It may cause application compatibility, so check the application in other platforms. For example Neocore and Asphalt 5 can run on Eclair, Froyo, and Gingerbread, but will not correctly run on Honeycomb. GPU Compatibility Some game UIs may not correctly display on our Android release. When encountering this kind of issue, the customer can check whether it is caused by the game using an OpenGL extension which our GPU does not support. They can download another data package (for example not extension data package) to have a check. Others Enlarge GPU memory if you encounter UI abnormally displaying after running an application for a while. Some applications need Wifi connections, so monitor the console log to see whether there are any error reports. Android Graphics & Display i.MX6_All Re: Android Graphic UI with GPU Hardware Acceleration i am using L5.1.1_2.1.0-ga Android release. when i set USE_OPENGL_RENDERER := false in imx6.mk, i got compile error attached. please help. frameworks/base/core/jni/android_view_Surface.cpp:383: error: undefined reference to 'android::uirenderer::AnimationContext::AnimationContext(android::uirenderer::renderthread::TimeLord&)' frameworks/base/core/jni/android_view_Surface.cpp:410: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::syncAndDrawFrame(long long, long long, float)' frameworks/base/core/jni/android_view_Surface.cpp:404: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::updateSurface(android::sp const&)' frameworks/base/core/jni/android_view_Surface.cpp:391: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::RenderProxy(bool, android::uirenderer::RenderNode*, android::uirenderer::IContextFactory*)' frameworks/base/core/jni/android_view_Surface.cpp:392: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::loadSystemProperties()' frameworks/base/core/jni/android_view_Surface.cpp:393: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::setSwapBehavior(android::uirenderer::renderthread::SwapBehavior)' frameworks/base/core/jni/android_view_Surface.cpp:394: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::initialize(android::sp const&)' frameworks/base/core/jni/android_view_Surface.cpp:397: error: undefined reference to 'android::uirenderer::renderthread::RenderProxy::setup(int, int, android::uirenderer::Vector3 const&, float, unsigned char, unsigned char)' frameworks/base/core/jni/android/graphics/Paint.cpp:809: error: undefined reference to 'android::uirenderer::Blur::convertRadiusToSigma(float)' collect2: error: ld returned 1 exit status make: *** [out/target/product/sabresd_7d/obj/SHARED_LIBRARIES/libandroid_runtime_intermediates/LINKED/libandroid_runtime.so] Error 1 Re: Android Graphic UI with GPU Hardware Acceleration Android Graphic UI with GPU Hardware Acceleration Re: Android Graphic UI with GPU Hardware Acceleration Hi Xuegang Liu, I want to use software rendering with lollipop  android. I am new to this and i want to know how to enable this and what are the things to take care of. Can u please help me in this. Re: Android Graphic UI with GPU Hardware Acceleration LiuXuegang​, could you please help to enable software rendering for lollipop? Re: Android Graphic UI with GPU Hardware Acceleration Hi, Its really great article. How can I enable software rendering in lollipop? I dont want to use the hardware rendering. Is it possible to use the software rendering in lollipop? what are the changes i need to do to make it work? Re: Android Graphic UI with GPU Hardware Acceleration Android camera preview window is re-layout in Camera application, the scaling should be performed for the original camera image. Re: Android Graphic UI with GPU Hardware Acceleration That was a VERY good question   It was related to the allocation! Btw: Do you have any idea why the preview window in the camera app is quite small. I seem to have a 202x269 image (V/camera  ( 3112): surfaceChanged. w=202. h=269). The preview size should be 640x480. I suspect a scaling of the preview size displayed, but if I change the preview size it doesn't scale. Any ideas? (our screen is 800x480) Re: Android Graphic UI with GPU Hardware Acceleration Hi Mads,  does video playback work on your platform? vpu also uses the "handle->phys", which is allocated from GPU driver. Re: Android Graphic UI with GPU Hardware Acceleration Hi, In the above Li say: 2. How the captured buffer is submitted to preview window hardware/imx/mx6/libcamera/CameraHal.cpp: first of all, allocate native buffer form preview window: mNativeWindow->dequeue_buffer in allocateBuffersFromNativeWindow On our platform, when we do the dequeue, the handle->phys, handle->base values make no sense (i.e. point to a strange memory area... Not the framebuffer or anything in RAM. I thought that phys was a physical pointer address. (and when I start the camera app, it will stall the device since the IPU will now access this wierd memory area). Our platform is otherwise up and running. Anyone have an idea of how to handle the dequeued data? Re: Android Graphic UI with GPU Hardware Acceleration Thanks Xianzhong. I created a new question at the following link: https://community.freescale.com/thread/309817 Re: Android Graphic UI with GPU Hardware Acceleration Hi Dragan, I'm not a Android Camera guy, you can create a new question and send me the link, I can help you find the proper guy to answer your question. Re: Android Graphic UI with GPU Hardware Acceleration Thank you, much appreciated. At this point I can start using GPU (in particular pixel shader) in further processing my captured camera video. I already have preview working from the gray scale camera. I capture each frame as 8-bit generic data and use IPU unit to convert 8-bit gray scale raw data into ARGB8888. To do that I use custom color space conversion matrix and YUV->RGB conversion IPU task. All capture buffers including one from the output of the IPU are allocated from the native window. At this point, I submit output from IPU to the preview window. I'd like to insert some GPU shading in between i.e. after IPU and before submitting to preview window. My system is imx6 android ics 13.4.1.04. Can you give me some ideas how this could be done? Re: Android Graphic UI with GPU Hardware Acceleration Dragan, it may not work on jelly bean, but you can modify the code to create Android surface referring to the example, frameworks/native/services/surfaceflinger/tests/surface Re: Android Graphic UI with GPU Hardware Acceleration Xianzhong Li, it works now. Thanks a lot this is really a great help!!! Will this version work on jelly bean too? Re: Android Graphic UI with GPU Hardware Acceleration Hi Dragan, simple_draw_ics.tgz is attached, please find it. Re: Android Graphic UI with GPU Hardware Acceleration Xianzhong Li, I want to try simple_draw in imx6 imx-android-13.4.1.04 build environment on sabresd_6dq board. I copied simple_draw to ~/myandroid and after starting build I get the following error: target arm C++: simple_draw/draw <= frameworks/simple_draw/simple_draw.cpp frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:46: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp: In function 'void eglOpen()': frameworks/simple_draw/simple_draw.cpp:123: error: 'class android::SurfaceComposerClient' has no member named 'openTransaction' frameworks/simple_draw/simple_draw.cpp:125: error: 'class android::SurfaceComposerClient' has no member named 'closeTransaction' frameworks/simple_draw/simple_draw.cpp:145: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:152: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp:160: warning: deprecated conversion from string constant to 'char*' frameworks/simple_draw/simple_draw.cpp: In function 'int main(int, char**)': frameworks/simple_draw/simple_draw.cpp:427: warning: deprecated conversion from string constant to 'char*' make: *** [out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o] Error 1 I had to change the following line in simple_draw.cpp to get it past compilation stage:     //session->openTransaction();     session->openGlobalTransaction();     control->setLayer(0x40000000);     //session->closeTransaction();     session->closeGlobalTransaction(); However, now I get the following link error. Can you please help: target Executable: simple_draw/draw (out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/LINKED/simple_draw/draw) prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:114: error: undefined reference to 'android::SurfaceComposerClient::SurfaceComposerClient()' prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:117: error: undefined reference to 'android::SurfaceComposerClient::getDisplayInfo(int, android::DisplayInfo*)' prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:122: error: undefined reference to 'android::SurfaceComposerClient::createSurface(int, unsigned int, unsigned int, int, unsigned int)' prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:124: error: undefined reference to 'android::SurfaceComposerClient::openGlobalTransaction()' prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:125: error: undefined reference to 'android::SurfaceControl::setLayer(int)' prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:127: error: undefined reference to 'android::SurfaceComposerClient::closeGlobalTransaction(bool)' prebuilt/linux-x86/toolchain/arm-linux-androideabi-4.4.x/bin/../lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld: out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/simple_draw.o: in function eglOpen():simple_draw/simple_draw.cpp:129: error: undefined reference to 'android::SurfaceControl::getSurface() const' collect2: ld returned 1 exit status make: *** [out/target/product/sabresd_6dq/obj/EXECUTABLES/simple_draw/draw_intermediates/LINKED/simple_draw/draw] Error 1 Re: Android Graphic UI with GPU Hardware Acceleration Hi Xianzhong, I got into some problems getting IPUv3 to work. If you could, can you please respond to this thread that I opened specifically on this topic: https://community.freescale.com/thread/306462 Re: Android Graphic UI with GPU Hardware Acceleration Hi Dragan, please refer to the IPU usage in resizeToSecFrameBuffer function in hardware/imx/mx5x/libgralloc/framebuffer.cpp Re: Android Graphic UI with GPU Hardware Acceleration Hi Xianzhong, I was thinking that 1:1 scale will effectively work as data copy. If you have any IPU example that works from inside Android HAL I could give it a shot. Re: Android Graphic UI with GPU Hardware Acceleration Hi Dragan, are you thinking to use IPU to copy a buffer? as I know, IPU cannot support data copy without scaling or conversion. Re: Android Graphic UI with GPU Hardware Acceleration Hi Xianzhong, before I start using GPU in capture buffer processing I'd like as an intermediate step to use IPU for simple copy operation. I was thinking to use 1:1 scale as a copy. Can you point me to an example IPU code for scaling or color space conversion from Android HAL, i.e. how to setup IPU task from Android HAL and get result. Thanks. Re: Android Graphic UI with GPU Hardware Acceleration Hi Dragan, you implementation is ok. Re: Android Graphic UI with GPU Hardware Acceleration This approach works. I was able to get to the buffer, do the processing in s/w and submit to display. Re: Android Graphic UI with GPU Hardware Acceleration Hi Xianzhong, your guidance was of great help. I now understand that capture display works by ping-pong capture buffers between capture and display threads. I outlined bellow high-level code for better understanding of the implementation details. I plan to insert processing in the capture thread and before submitting to display thread. I will now experiment with this setup to check how it works. CameraHal::captureframeThread() {   mCaptureThreadQueue.waitMessage(); // received signal that CameraHal::previewshowFrameThread() is ready   mCaptureDevice->DevDequeue(&bufIndex); // get next display-ready buffer mCaptureBuffers[bufIndex]   // ... do processing on mCaptureBuffers[bufIndex];   mPreviewThreadQueue.postMessage(new CMessage(CMESSAGE_TYPE_NORMAL, bufIndex)); // signal CameraHal::previewshowFrameThread() that mCaptureBuffers[bufIndex] is ready } CameraHal::previewshowFrameThread() {   msg = mPreviewThreadQueue.waitMessage(); // received signal that mCaptureBuffers[bufIndex] is ready (bufIndex is in msg->arg0)   pInBuf = &mCaptureBuffers[msg->arg0]; // get hold of ready buffer   mNativeWindow->enqueue_buffer(mNativeWindow, (buffer_handle_t * )pInBuf->native_buf); // submit ready buffer to display   // remove already displayed buffer from display and find its buf_index within mCaptureBuffers[] array   mNativeWindow->dequeue_buffer(mNativeWindow, &buf_h, &stride);   SearchBuffer((void *)buf_h, &buf_index);                      mCaptureDevice->DevQueue(buf_index); // Return buffer mCaptureBuffers[buf_index] to Capture Device   // signal CameraHal::captureframeThread() that CameraHal::previewshowFrameThread() is ready   mCaptureThreadQueue.postMessage(new CMessage(CMESSAGE_TYPE_NORMAL, buf_index)); } Re: Android Graphic UI with GPU Hardware Acceleration Hi Dragan, In order to understand how the captured buffer is shown in preview window, I will give you some code flows as below: 1. How the preview window surface is registered to camera HAL packages/apps/Camera//src/com/android/camera/Camera.java:   startPreview --> setPreviewDisplay(mSurfaceHolder); frameworks/base/services/camera/libcameraservice/CameraService.cpp:   CameraService::Client::setPreviewDisplay --> CameraService::Client::setPreviewWindow -->CameraHardwareInterface(mHardware->setPreviewWindow) frameworks/base/services/camera/libcameraservice/CameraHardwareInterface.h: setPreviewWindow-->CameraModule(mDevice->ops->set_preview_window = camera_set_preview_window) hardware/imx/mx6/libcamera/CameraModule.cpp: camera_set_preview_window --> cameraHal(gCameraHals[fsl_dev->cameraid]->setPreviewWindow) hardware/imx/mx6/libcamera/CameraHal.cpp:setPreviewWindow mNativeWindow = window://the preview window is registered in CameraHal 2. How the captured buffer is submitted to preview window hardware/imx/mx6/libcamera/CameraHal.cpp: first of all, allocate native buffer form preview window: mNativeWindow->dequeue_buffer in allocateBuffersFromNativeWindow then prepare captured buffer to native buffer ( you know the processing, ignore the sample code) finally submit the capture buffer to preview window: mNativeWindow->enqueue_buffer in previewshowFrameThread frameworks/base/services/camera/libcameraservice/CameraHardwareInterface.h: __enqueue_buffer will call ANativeWindow::queueBuffer then the subsequential flow:   frameworks/base/libs/gui/SurfaceTextureClient.cpp hook_queueBuffer(ANativeWindow::queueBuffer = hook_queueBuffer) -->SurfaceTextureClient::queueBuffer --> SurfaceTexture:;queueBuffer(mSurfaceTexture->queueBuffer) frameworks/base/libs/gui/SurfaceTexture.cpp SurfaceTexture::queueBuffer-->Layer::onFrameAvailable(listener->onFrameAvailable) frameworks/base/services/surfaceflinger/layer.cpp void Layer::onFirstRef() {     LayerBaseClient::onFirstRef();     struct FrameQueuedListener : public SurfaceTexture::FrameAvailableListener {         FrameQueuedListener(Layer* layer) : mLayer(layer) { }     private:         wp mLayer;         virtual void onFrameAvailable() {             sp that(mLayer.promote());             if (that != 0) {                 that->onFrameQueued();             }         }     }; so the camera preview window is a normal surface created from Surfaceflinger, you can refer to "3D stack with Surfaceflinger" and "Compostion with Hwcomposer" to know how it will be shown in display framebuffer. Hope you can get whatever in submitting preview buffer in CameraHal, let me know if you have more questions. Re: Android Graphic UI with GPU Hardware Acceleration Hi, can you please help me with an example code that shows how is this processing done in the Android HAL layer. In particular, referring to hardware/imx/mx6/libcamera/CameraHAL.cpp, I want to take a buffer from the camera preview (in the preview thread) and apply gpu processing like in your example and submit it to display. I know how to take buffer from the capture preview queue and apply processing but how do you submit it to display? In CameraHAL.cpp I couldn't find references to the display buffers. Re: Android Graphic UI with GPU Hardware Acceleration very useful, thanks.
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Change the console from UART 2 to UART 4 on the i.MX8MN The A53 Debug Console Changing consists in several major updates like: RDC settings, Pinmux, Clocks and Ecosystem Updates. i.MX 8M | i.MX 8M Mini | i.MX 8M Nano Linux
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Processor Expert - MQX Liteプロジェクトの作成(CodeWarrior) <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> CodeWarrior Development Studioを利用してゼロからMQX Liteコンポーネントを作る方法について説明します。 Processor Expertでタスク関数とRTOSコードが格納される場所についても解説します。
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Build bootloader without spl in Yocto Software environment: L5.4.47_2.2.0 Hardware i.MX8QXPC0 EVK board In the uuu script we can see the bootloader imx-boot-imx8qxpc0mek-sd.bin-flash is necessary. The default BSP build generate in the yocto project is with the spl, some customers are confused about the how to build the imx-boot-imx8qxpc0mek-sd.bin-flash. Here I give the manually compile way and generate it in yocto. In the yocto generate it is more convenient than the manually compile way. Hope this can do help for you. i.MX 8 Family | i.MX 8QuadMax (8QM) | 8QuadPlus Linux Yocto Project
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アプリケーションノート:Window Builderで文字列テーブルを編集する <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> Window Builder では、文字列テーブルはリソース マネージャーの主要な要素の 1 つです。このアプリケーションノートでは、文字列テーブルの使用を容易にするためのヒントとコツを提供します。 PEG(ペグ) GUI
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Application Note: Editing the String Table with Window Builder In Window Builder the string table is one of the key elements of the resource manager. This application notes gives tips and tricks to ease the use of string tables. PEG GUI
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应用说明:使用窗口生成器编辑字符串表 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 在 Window Builder 中字符串表是资源管理器的关键元素之一。本应用说明提供了简化字符串表使用的技巧和窍门。 PEG GUI
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JN5189/K32W/QN9090 無線認証書 無線認証は、JN5189、QN9090、およびK32W製品で実施されています。 証明書または適合宣言書は、添付ファイルで入手できます。 そして 、K32W061、QN9090またはJN5189で初めてPCBを構築するための最良の方法については 、 ここ をクリックしてください!
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P1010:带有可信架构的QorIQ P1010/14低功耗通信处理器 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> Freescale.com 上的产品信息 P1010 产品摘要页 P1010 文档 P1010 软件和工具 P1010 参数 P1010培训 常见问题 (FAQ) P1010/P1014 USB 常见问题解答 P1010/P1014 以太网 (eTSEC) 常见问题解答 P1010/P1014 DDR 常见问题解答 提示与技巧 在 P1010 参考设计板上启用 SD 接口 P1010 DDR3 SRAM 接口的硬件和设计布局/指南 其他资源 适用于 Power Architecture 处理器的 CodeWarrior 在Power架构上优化CodeWarrior 全新CodeWarrior TAP 的实用技巧!( Power Architecture) QorIQ P1设备
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FreeMASTER 3.1.2 Update - Release Announcement Version 3.1.2 of the NXP FreeMASTER tool has just been published online.  This version is backward compatible and fully replaces older 3.1.0 and 3.1.1 releases. It brings new features and bugfixes described below. The updated installer is available along with documentation and other resources at http://www.nxp.com/freemaster.   Release description FreeMASTER is a powerful data visualization tool developed and provided by NXP to help users monitor and control embedded applications running on NXP’s targets. It works with almost all NXP Arm ® Cortex®-M microcontrollers from both Edge Processing and Automotive business lines as well as with DSC and legacy Power Architecture, ColdFire and HCS12/Z platforms. Version 3.1.2 is a minor update of the 3.1.x mainline release. If there is any previous 3.1.x version already installed on the host computer, the FreeMASTER 3.1.2 overwrites the installation and it remains referred as a general mainline version 3.1. Older 2.x and 3.0 versions are not removed.  Version 3.1.2 is backward compatible with all previous versions. It supports variable monitoring, oscilloscope real time graphs, fast transient recorder graphs and connectivity to 3rd party applications. An HTML rendering engine based on Chromium with full support of JSON-RPC, HTML5 and JavaScript is available to create custom dashboards and other user interfaces that can run inside FreeMASTER or standalone in local or remote web browser. Older Internet Explorer rendering, ActiveX interface and protocols defined for versions 2.x are also still supported. FreeMASTER Lite service which is part of the FreeMASTER installation package provides the communication core for Windows and Linux systems. It is accessible similarly as the FreeMASTER desktop application over the JSON-RPC interface. FreeMASTER Lite also embeds the popular Node-RED framework for graphical programming and provides many examples of use with the FreeMASTER tool. Find more information related to Node-RED in the dedicated training video.  Note: Installing FreeMASTER Lite will require you to enter an activation code. Get your free code on the License Keys tab at the license information page. FreeMASTER Node.js Installable Modules enable convenient use of the FreeMASTER JSON-RPC components in a Node.js applications managed by the ‘npm’ package manager. New Features Version 3.1.2 introduces brand new features extending data visualization and communication options: Array Viewers New Array Viewers enable to display static arrays as graphs similarly to a Recorder feature. The Array Viewers may be viewed as a simpler and lighter replacement for the Recorder. The Viewer can read one or more array from the target memory and display the values in a graph. Another scalar variable is used as a trigger, causing the graph to refresh any time it changes the value. FreeMASTER can optionally clear the trigger variable automatically after displaying the graph, providing an acknowledge to the target that it may prepare new data. The primary benefit of the Array Viewer is that it only needs the Read Memory feature (and Write Memory only in case of the trigger acknowledge is used). This is the reason why it can operate over any communication interface, including the direct-access JTAG or BDM interfaces which do not use any communication protocol between Host PC and the target MCU. Also in many situations, displaying the whole arrays of values present in the target memory is more natural than using the Recorder which is oriented more towards capturing scalar variables’ transitions in time. Refer to User Guide for more information about setting up the Array Viewers in your FreeMASTER project. TCP and UDP communication New Network communication plug-in has been introduced to enable direct TCP or UDP communication with the target MCU over an Ethernet network. The plug-in is compatible with the FreeMASTER communication driver v3.0.4 available in MCUXpresso SDK v2.10 along with new 'fmstr_net' example application for i.MX-RT10xx and K64F platforms. The network communication supports multiple client sessions (multiple FreeMASTER connections made to the same target board). The FreeMASTER "feature locking" has been extended and is now used consistently for all features. Recorders, Oscilloscopes, Pipes and other instances are now "locked" before use, so they are usable by a single FreeMASTER client at one time. An automatic discovery option can be enabled in the FreeMASTER communication driver so the target boards attached to local network appear automatically in the list within the plug-in configuration dialog. This simplifies connection to targets with dynamic IP address assigned by DHCP or another autoconfiguration protocol. The network plug-in is also supported by the FreeMASTER Lite. Other changes List of other minor changes in version 3.1.2 Number of communication retries made during initial board detection is now configurable in the Options dialog. Important change: Use of a long Break signal sent to RS232 serial line is now also optional and it is turned off by default. The Break signal should not be used with a virtual serial port emulated on the CMSIS-DAP device as it causes target board resets. Enable enumeration (enum) types to be parsed from ELF file and put to global Enumerations list from where it can be bound to Variable objects.   Chromium Embedded Framework (CEF) updated to version 89.0.6+g6f30454+chromium-89.0.4389.72. This should fix a image tooltip appearance issue on Windows 10 and some other minor issues. The tooltip issue may remain present on Windows 7 and older systems. BDM/JTAG plug-ins extended to support new version of iSystem.connect interface which is used by iSystem winIDEA 9.21 and later. Bugfixes and other extensions: Fixed project import of variables with global enumeration type assigned. The enumerations were not imported properly which could even lead to crash during import. Fixed import of virtual variables and import of Variables' comment and description fields. Also virtual variables are not exported to FreeMASTER Lite configuration files.  Fixed ELF/DWARF parser problem of estimating array element size when element type information is missing. Fixed CAN plug-in bug of RX buffer flushing in PEAK-Systems driver. The Peak communication could get corrupted after a single bus error. Fixed Oscilloscope and Recorder behavior when an invalid variable was in inserted into the list. Invalid variable was causing other variables to receive wrong values. Fixed excessive message boxes when opening projects with many resource files missing. Now all files can be extracted or redirected into a temporary directory after single message prompt. Fixed problem of initial page display after loading project with CEF activated when any dialog or message box appears during the loading phase (e.g. Resource redirect prompt). Release target audience Both FreeMASTER and FreeMASTER Lite are primarily targeted to our customers, engineers and developers of NXP embedded applications from Industrial, IoT and Automotive areas who want to monitor and control their applications at runtime. FreeMASTER is also a strong framework which can be used to create interactive demos and user interfaces helping to use the embedded applications by yet wider target audience. Prerequisites FreeMASTER tools run on the host computer and communicate with the target microcontroller application using Serial, CAN, Ethernet/WiFi network, JTAG, BDM or other physical interface. The microcontroller communication drivers are available as part of MCUXpresso SDK, S32 Design Studio or as a standalone installation package. Get familiar with the communication protocol and the microcontroller driver API before using the FreeMASTER tool. License terms and conditions permit use of FreeMASTER solely with systems based on NXP microprocessor or microcontroller systems. Packages A single self-extracting installation package which contains both FreeMASTER desktop application and the new FreeMASTER Lite service is available for Windows platforms. A package with the FreeMASTER Lite service is also available for Linux. Access the installation and documentation at the FreeMASTER home page at https://www.nxp.com/freemaster. FreeMASTER 3.1.2 Update - Release Announcement
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MC33AR6000 Blind Zone truth table Blind Zone is designed a current gap when excitation start raising at very beginning.  This feature is designed for a mechanical coupling delay time when engine start. Customer can fuse the blind zone as initiation, or config/inhibit blind zone by LIN command. Customer can refer to the attachment truth table find the blind zone result. LIN have higher priority. when BZI(OTP)=BZI(LIN)=1, BZ output=0% For other cases: 1. LIN mode: BZ=BZ(LIN) 2. Defult mode: BZ=BZ(OTP) BZI(OTP) BZ(OTP) BZI(LIN) BZ(LIN) BZ output Version A & B 0 X X 0 3% 0 X X 1 12% 1 X 0 0 3% 1 X 0 1 12% 1 X 1 0 0% 1 X 1 1 0% version C X X   00 0% X X   01 3,125% X X   10 6,25% X X   11 12,50% version E X X   0 3% X X   1 6% No LIN X 00 X X 0% X 01 X X 3,250% X 10 X X 6,00% X 11 X X 12,00% Alternator Regulator
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Model-Based Design Toolbox for i.MX RT Crossover MCUs version 1.2.0 Product Release Announcement EDGE PROCESSING  NXP Model-Based Design Toolbox for i.MX RT Crossover MCUs – version 1.2.0 The Edge Processing Tools Team at NXP Semiconductors is pleased to announce the release of the Model-Based Design Toolbox for i.MX RT 1xxx Series version 1.2.0. This release supports automatic code generation for peripherals and applications prototyping from MATLAB/Simulink for NXP’s i.MX RT 117x, 106x & 101x Series of crossover MCUs. NXP Download Location https://www.nxp.com/webapp/swlicensing/sso/downloadSoftware.sp?catid=MCTB-EX   MATHWORKS Download Location https://www.mathworks.com/matlabcentral/fileexchange/81051-nxp-support-package-imxrt1xxx   Version 1.2.0 Release Content Automatic C code generation based on MCUXpresso SDK 2.9.1/2.9.2 drivers and MCUXpresso Configuration Tools 9.0 initializations from MATLAB®/Simulink® for: i.MX RT 1176: MIMXRT1176DVMAA,MIMXRT1176AVM8A,MIMXRT1176CVM8A i.MX RT 1175: MIMXRT1175DVMAA,MIMXRT1175AVM8A,MIMXRT1175CVM8A i.MX RT 1173: MIMXRT1173CVM8A i.MX RT 1172: MIMXRT1172DVMAA,MIMXRT1172AVM8A,MIMXRT1172CVM8A i.MX RT 1171: MIMXRT1171DVMAA,MIMXRT1171AVM8A,MIMXRT1171CVM8A i.MX RT 1061: MIMXRT1061CVJ5A,MIMXRT1061CVL5A,MIMXRT1061DVJ6A,MIMXRT1061DVL6A i.MX RT 1062: MIMXRT1062CVJ5A,MIMXRT1062CVL5A,MIMXRT1062DVJ6A,MIMXRT1062DVL6A i.MX RT 1064: MIMXRT1064CVJ5A,MIMXRT1064CVL5A,MIMXRT1064DVJ6A,MIMXRT1064DVL6A i.MX RT 1011: MIMXRT1011CAE4A,MIMXRT1011DAE5A Multiple options for configuration of MCU packages, Build Toolchain and embedded Target Connections are available via Simulink Model Configuration UI Multiple MCU peripherals and Drivers supported. The following subsystems highlighted in red as supported in Simulink environments in various forms: blocks, files, options i.MX RT 117x derivatives i.MX RT 106x derivatives i.MX RT 101x derivatives Basic and Advanced Simulink Block configuration modes via MCUXpresso Configuration Tools 9.0 UIs for Pins, Clocks, and Peripherals   MATLAB/Simulink versions 2019a – 2021b are supported for Design, Simulation, Code Generation, and Deployment of applications on i.MX RT 117x,106x & 101x Series. Other i.MX RT devices will be supported in future versions of the toolbox. Support for Software-in-Loop (SiL), Processor-in-Loop (PiL), and External Mode; RTCESL – Real-Time Control Embedded Software Motor Control and Power Conversion Libraries (limited support designed for Motor Control applications). A future update will enhance the number of functionalities supported by Simulink. Simulink Example library with more than 190 models to showcase various functionalities: Integrated PMSM Motor Control Sensor/Sensor-less application for both IMXRT1060-EVK and IMXRT1170-EVK:   Target Applications with MATLAB/Simulink This release of the Model-Based Design Toolbox can be used to design, build, and test applications from multiple domains: INDUSTRIAL AC Meters Motion Control Robotics HMI SMART CITY/HOME Video Surveillance Identification Appliances Speakers AUTOMOTIVE HVAC ECU     Target Audience This release is intended for technology demonstration, evaluation purposes, and prototyping for i.MX RT 1xxx MCUs and their corresponding Evaluation Boards: EVK-MIMXRT1170 EVK-MIMXRT1060 EVK-MIMXRT1064 EVK-MIMXRT1010 Useful Resources Examples, Training, and Support: https://community.nxp.com/community/mbdt Technical by System Tools: https://web.microsoftstream.com/channel/618ab630-c8da-4fa8-ade8-5aa70a353124
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Nitrogen6X by Boundary Devices The Nitrogen6X is a highly integrated development system based on the next generation ARM-Cortex A9 processor from Freescale, the i.MX6. Click here to visit Boundary Devices for full details   See Compatible Products Tab for: 7″ Display SATA Cable 5MP Camera Android Button Board WiFi ADD-ON LVDS Cable for Freescale 10.1″ PCIE DB Available through Arrow Electronics. Cost will be $199 in Production for non-WiFi (October 2012)   General
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Processor Expert软件 – 组件开发环境 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> Freescale.com 上的产品信息 产品汇总页 文档 文件下载 购买/规格
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CodeWarriorを使用したV10.x MCUのプログラミング <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 現在、フリースケールの入門ガイドをご覧いただけます。このマニュアルでは、CodeWarrior for Microcontrollers V10.xのインターフェースについて紹介します。マイクロコントローラ10.x IDEの基本コンポーネントとCodeWarrior開発プロセスについて説明します。   詳細については、CodeWarriorクイック リファレンスガイド を確認するか、 フリースケール のWebページにアクセスしてください。   このマニュアルには、次の機能も記載されています。 • Microcontrollers 10.x と Eclipse IDE の概要を説明します。また、マイクロコントローラ10.xをインストールするためのシステム要件も提供します。   • CodeWarrior IDEを使用したアプリケーションの開発に関連する段階について説明します。   • Microcontrollers 10.x インターフェースとそのコンポーネントの概要と、Eclipse インターフェースのさまざまなコンポーネントの操作方法について説明します。   • Microcontrollers 10.x でプロジェクトを作成およびデバッグする方法について説明します。   何をためらっているんですか。今すぐこの マニュアル をチェックしてください! 全般
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Processor Expert: MQX Lite プロジェクトの作成 (Driver Suite) <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> マイクロコントローラ・ドライバ・スイートを使用して、MQX Liteコンポーネントの作成方法について一から学びます。 Processor Expertでタスク関数とRTOSコードが格納される場所についても解説します。
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