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1 votes
1 answers
3505 views
Android-x86 8.1: graphical glitches
I can install android-x86-8.1-rc1.iso, but when I boot it looks like this: [![Booting][1]][1] [![Setup Wizard][2]][2] [1]: https://i.sstatic.net/QfRGA.jpg [2]: https://i.sstatic.net/VwCxh.jpg What can i do to fix this? PS: I installed it directly to my Root-Server. Virtualization is activated and al...
I can install android-x86-8.1-rc1.iso, but when I boot it looks like this: Booting Setup Wizard What can i do to fix this? PS: I installed it directly to my Root-Server. Virtualization is activated and already works with VirtualBox and similar programs.
tranceonline (11 rep)
Oct 5, 2018, 07:31 AM • Last activity: Apr 2, 2025, 04:01 AM
0 votes
0 answers
101 views
Issue in Lineage OS 20 : OmxStore: omx common prefix: no nodes
I am not able to screen record in lineage 20 and i am getting error with OpenMax component. Omx (OpenMAX) Component Node not initiating that's why not getting "OMX" as an omx common prefix and also not creating Component instance for video encoding. Please check attach logs below. D GoldfishOMXPlugi...
I am not able to screen record in lineage 20 and i am getting error with OpenMax component. Omx (OpenMAX) Component Node not initiating that's why not getting "OMX" as an omx common prefix and also not creating Component instance for video encoding. Please check attach logs below. D GoldfishOMXPlugin: called createOMXPlugin for Goldfish D GoldfishOMXPlugin: useOmxCodecs 54 found prop debug.stagefright.ccodec val 0 D GoldfishOMXPlugin: useAndroidGoldfishComponentInstance 85 found prop ro.boot.qemu.hwcodec.vpxdec val 2 D GoldfishOMXPlugin: found and use kComponents[i].name OMX.android.goldfish.vp8.decoder D GoldfishOMXPlugin: useAndroidGoldfishComponentInstance 85 found prop ro.boot.qemu.hwcodec.vpxdec val 2 D GoldfishOMXPlugin: found and use kComponents[i].name OMX.android.goldfish.vp9.decoder D GoldfishOMXPlugin: useAndroidGoldfishComponentInstance 85 found prop ro.boot.qemu.hwcodec.avcdec val 2 D GoldfishOMXPlugin: found and use kComponents[i].name OMX.android.goldfish.h264.decoder D GoldfishOMXPlugin: enumerate OMX.android.goldfish.vp8.decoder component D GoldfishOMXPlugin: enumerate OMX.android.goldfish.vp9.decoder component D GoldfishOMXPlugin: enumerate OMX.android.goldfish.h264.decoder component I SoftOMXPlugin: createOMXPlugin D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs.xml... I servicemanager: Found android.hardware.radio.data.IRadioData/slot1 in device VINTF manifest. I servicemanager: Found android.hardware.radio.messaging.IRadioMessaging/slot1 in device VINTF manifest. I servicemanager: Found android.hardware.radio.modem.IRadioModem/slot1 in device VINTF manifest. I servicemanager: Found android.hardware.radio.network.IRadioNetwork/slot1 in device VINTF manifest. I servicemanager: Found android.hardware.radio.sim.IRadioSim/slot1 in device VINTF manifest. I servicemanager: Found android.hardware.radio.voice.IRadioVoice/slot1 in device VINTF manifest. I servicemanager: Found android.hardware.radio.config.IRadioConfig/default in device VINTF manifest. D MediaCodecsXmlParser: Ignoring unrecognized tag at line 85 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 88 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 91 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 95 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 98 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 101 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 104 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_google_audio.xml... I bt_vhci_forwarder: ignore 0xff packet D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_google_telephony.xml... D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_google_video.xml... D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_performance.xml... I MediaCodecsXmlParser: Did not find media_codecs_shaping.xml in search path I HidlServiceManagement: Registered android.hardware.media.omx@1.0::IOmx/default I HidlServiceManagement: Removing namespace from process name android.hardware.media.omx@1.0-service to omx@1.0-service. I android.hardware.media.omx@1.0-service: IOmx HAL service created. I OmxStore: omx common prefix: no nodes D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs.xml... D MediaCodecsXmlParser: Ignoring unrecognized tag at line 85 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 88 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 91 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 95 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 98 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 101 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: Ignoring unrecognized tag at line 104 of /vendor/etc/media_codecs.xml D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_google_audio.xml... D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_google_telephony.xml... D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_google_video.xml... D MediaCodecsXmlParser: parsing /vendor/etc/media_codecs_performance.xml... I MediaCodecsXmlParser: Did not find media_codecs_shaping.xml in search path I OmxStore: node [OMX.google.aac.decoder] not found in IOmx I OmxStore: node [OMX.google.amrnb.decoder] not found in IOmx I OmxStore: node [OMX.google.amrwb.decoder] not found in IOmx I OmxStore: node [OMX.google.flac.decoder] not found in IOmx I OmxStore: node [OMX.google.g711.alaw.decoder] not found in IOmx I OmxStore: node [OMX.google.g711.mlaw.decoder] not found in IOmx I OmxStore: node [OMX.google.gsm.decoder] not found in IOmx I OmxStore: node [OMX.google.mp3.decoder] not found in IOmx I OmxStore: node [OMX.google.opus.decoder] not found in IOmx I OmxStore: node [OMX.google.raw.decoder] not found in IOmx I OmxStore: node [OMX.google.vorbis.decoder] not found in IOmx I OmxStore: node [OMX.google.aac.encoder] not found in IOmx I OmxStore: node [OMX.google.amrnb.encoder] not found in IOmx I OmxStore: node [OMX.google.amrwb.encoder] not found in IOmx I OmxStore: node [OMX.google.flac.encoder] not found in IOmx I OmxStore: node [OMX.android.goldfish.h264.decoder] not found in IOmx I OmxStore: node [OMX.google.h264.decoder] not found in IOmx I OmxStore: node [OMX.google.h263.decoder] not found in IOmx I OmxStore: node [OMX.google.hevc.decoder] not found in IOmx I OmxStore: node [OMX.google.mpeg4.decoder] not found in IOmx I OmxStore: node [OMX.android.goldfish.vp8.decoder] not found in IOmx I OmxStore: node [OMX.google.vp8.decoder] not found in IOmx I OmxStore: node [OMX.android.goldfish.vp9.decoder] not found in IOmx I OmxStore: node [OMX.google.vp9.decoder] not found in IOmx I OmxStore: node [OMX.google.h264.encoder] not found in IOmx I OmxStore: node [OMX.google.h263.encoder] not found in IOmx I OmxStore: node [OMX.google.mpeg4.encoder] not found in IOmx I OmxStore: node [OMX.google.vp8.encoder] not found in IOmx Anyone have any solution for this, Please provide. I am debugging and checking but not found proper solution.
siddharth ninawe (1 rep)
Nov 20, 2023, 07:14 AM
1 votes
0 answers
82 views
OEM Vulkan support on Itel A48 (L6006s) unavailable despite Android's and Arm's specification
I have Itel A48 (L6006s). I've confirmed that it has a Mali-T820 GPU, which supports OpenGL®ES 1.1, 2.0, 3.1, 3.2, Vulkan 1.0, OpenCL™ 1.1, 1.2 Full Profile, RenderScript™. [![Mali-T820 specification on Arm's website.][1]][1] However, as I was coding a Vulkan app, putting a call to `vkEnumerate...
I have Itel A48 (L6006s). I've confirmed that it has a Mali-T820 GPU, which supports OpenGL®ES 1.1, 2.0, 3.1, 3.2, Vulkan 1.0, OpenCL™ 1.1, 1.2 Full Profile, RenderScript™. Mali-T820 specification on Arm's website. However, as I was coding a Vulkan app, putting a call to vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr) informs me that no devices are available. vulkaninfo on Termux gives "ERROR at vector". Does Itel A48 (L6006s) support Vulkan?
Joshua Mudanyi (11 rep)
Nov 15, 2022, 04:20 AM • Last activity: Nov 15, 2022, 08:59 PM
2 votes
0 answers
2252 views
How to read gfxinfo
I'm using Apache TVM do benchmark DL models - this is long story, but I want to preview GPU usage of TVM. On Android device I have runing APK, which spawn 1-2 processes, which use GPU. I have turned on "GPU Profiling", and I dumped logs via `adb shell dumpsys gfxinfo`. But I'm not sure how to proper...
I'm using Apache TVM do benchmark DL models - this is long story, but I want to preview GPU usage of TVM. On Android device I have runing APK, which spawn 1-2 processes, which use GPU. I have turned on "GPU Profiling", and I dumped logs via adb shell dumpsys gfxinfo. But I'm not sure how to properly read it? Example of TVM process is below. My questions: 1. do you know any tutorial/instruction for reading and understanding following stats? how to interpret it? 2. I do not care about jank frames, I need information about GPU usage, GPU memory usage
** Graphics info for pid 14811 [org.apache.tvm.tvmrpc:RPCProcess] **

Stats since: 5644930627488ns
Total frames rendered: 1
Janky frames: 1 (100.00%)
50th percentile: 97ms
90th percentile: 97ms
95th percentile: 97ms
99th percentile: 97ms
Number Missed Vsync: 0
Number High input latency: 0
Number Slow UI thread: 1
Number Slow bitmap uploads: 0
Number Slow issue draw commands: 1
Number Frame deadline missed: 1
HISTOGRAM: 5ms=0 6ms=0 7ms=0 8ms=0 9ms=0 10ms=0 11ms=0 12ms=0 13ms=0 14ms=0 15ms=0 16ms=0 17ms=0 18ms=0 19ms=0 20ms=0 21ms=0 22ms=0 23ms=0 24ms=0 25ms=0 26ms=0 27ms=0 28ms=0 29ms=0 30ms=0 31ms=0 32ms=0 34ms=0 36ms=0 38ms=0 40ms=0 42ms=0 44ms=0 46ms=0 48ms=0 53ms=0 57ms=0 61ms=0 65ms=0 69ms=0 73ms=0 77ms=0 81ms=0 85ms=0 89ms=0 93ms=0 97ms=1 101ms=0 105ms=0 109ms=0 113ms=0 117ms=0 121ms=0 125ms=0 129ms=0 133ms=0 150ms=0 200ms=0 250ms=0 300ms=0 350ms=0 400ms=0 450ms=0 500ms=0 550ms=0 600ms=0 650ms=0 700ms=0 750ms=0 800ms=0 850ms=0 900ms=0 950ms=0 1000ms=0 1050ms=0 1100ms=0 1150ms=0 1200ms=0 1250ms=0 1300ms=0 1350ms=0 1400ms=0 1450ms=0 1500ms=0 1550ms=0 1600ms=0 1650ms=0 1700ms=0 1750ms=0 1800ms=0 1850ms=0 1900ms=0 1950ms=0 2000ms=0 2050ms=0 2100ms=0 2150ms=0 2200ms=0 2250ms=0 2300ms=0 2350ms=0 2400ms=0 2450ms=0 2500ms=0 2550ms=0 2600ms=0 2650ms=0 2700ms=0 2750ms=0 2800ms=0 2850ms=0 2900ms=0 2950ms=0 3000ms=0 3050ms=0 3100ms=0 3150ms=0 3200ms=0 3250ms=0 3300ms=0 3350ms=0 3400ms=0 3450ms=0 3500ms=0 3550ms=0 3600ms=0 3650ms=0 3700ms=0 3750ms=0 3800ms=0 3850ms=0 3900ms=0 3950ms=0 4000ms=0 4050ms=0 4100ms=0 4150ms=0 4200ms=0 4250ms=0 4300ms=0 4350ms=0 4400ms=0 4450ms=0 4500ms=0 4550ms=0 4600ms=0 4650ms=0 4700ms=0 4750ms=0 4800ms=0 4850ms=0 4900ms=0 4950ms=0
50th gpu percentile: 4950ms
90th gpu percentile: 4950ms
95th gpu percentile: 4950ms
99th gpu percentile: 4950ms
GPU HISTOGRAM: 1ms=0 2ms=0 3ms=0 4ms=0 5ms=0 6ms=0 7ms=0 8ms=0 9ms=0 10ms=0 11ms=0 12ms=0 13ms=0 14ms=0 15ms=0 16ms=0 17ms=0 18ms=0 19ms=0 20ms=0 21ms=0 22ms=0 23ms=0 24ms=0 25ms=0 4950ms=0
Font Cache (CPU):
  Size: 2.66 kB 
  Glyph Count: 2 
CPU Caches:
GPU Caches:
  Other:
    Other: 988.00 bytes (1 entry)
  Shadow Gaussian Falloff:
    Texture: 128.00 bytes (1 entry)
  Scratch:
    Buffer Object: 48.00 KB (1 entry)
    Texture: 2.00 MB (1 entry)
Other Caches:
                         Current / Maximum
  Layers Total           0.00 KB (numLayers = 0)
Total GPU memory usage:
  2147420 bytes, 2.05 MB (128.00 bytes is purgeable)


Pipeline=Skia (OpenGL)
Profile data in ms:

	org.apache.tvm.tvmrpc/org.apache.tvm.tvmrpc.RPCActivity/android.view.ViewRootImpl@a9f6eba (visibility=0)
	Draw	Prepare	Process	Execute

Window: org.apache.tvm.tvmrpc/org.apache.tvm.tvmrpc.RPCActivity
Stats since: 5644998711873ns
Total frames rendered: 1
Janky frames: 1 (100.00%)
50th percentile: 97ms
90th percentile: 97ms
95th percentile: 97ms
99th percentile: 97ms
Number Missed Vsync: 0
Number High input latency: 0
Number Slow UI thread: 1
Number Slow bitmap uploads: 0
Number Slow issue draw commands: 1
Number Frame deadline missed: 1
HISTOGRAM: 5ms=0 6ms=0 7ms=0 8ms=0 9ms=0 10ms=0 11ms=0 12ms=0 13ms=0 14ms=0 15ms=0 16ms=0 17ms=0 18ms=0 19ms=0 20ms=0 21ms=0 22ms=0 23ms=0 24ms=0 25ms=0 26ms=0 27ms=0 28ms=0 29ms=0 30ms=0 31ms=0 32ms=0 34ms=0 36ms=0 38ms=0 40ms=0 42ms=0 44ms=0 46ms=0 48ms=0 53ms=0 57ms=0 61ms=0 65ms=0 69ms=0 73ms=0 77ms=0 81ms=0 85ms=0 89ms=0 93ms=0 97ms=1 101ms=0 105ms=0 109ms=0 113ms=0 117ms=0 121ms=0 125ms=0 129ms=0 133ms=0 150ms=0 200ms=0 250ms=0 300ms=0 350ms=0 400ms=0 450ms=0 500ms=0 550ms=0 600ms=0 650ms=0 700ms=0 750ms=0 800ms=0 850ms=0 900ms=0 950ms=0 1000ms=0 1050ms=0 1100ms=0 1150ms=0 1200ms=0 1250ms=0 1300ms=0 1350ms=0 1400ms=0 1450ms=0 1500ms=0 1550ms=0 1600ms=0 1650ms=0 1700ms=0 1750ms=0 1800ms=0 1850ms=0 1900ms=0 1950ms=0 2000ms=0 2050ms=0 2100ms=0 2150ms=0 2200ms=0 2250ms=0 2300ms=0 2350ms=0 2400ms=0 2450ms=0 2500ms=0 2550ms=0 2600ms=0 2650ms=0 2700ms=0 2750ms=0 2800ms=0 2850ms=0 2900ms=0 2950ms=0 3000ms=0 3050ms=0 3100ms=0 3150ms=0 3200ms=0 3250ms=0 3300ms=0 3350ms=0 3400ms=0 3450ms=0 3500ms=0 3550ms=0 3600ms=0 3650ms=0 3700ms=0 3750ms=0 3800ms=0 3850ms=0 3900ms=0 3950ms=0 4000ms=0 4050ms=0 4100ms=0 4150ms=0 4200ms=0 4250ms=0 4300ms=0 4350ms=0 4400ms=0 4450ms=0 4500ms=0 4550ms=0 4600ms=0 4650ms=0 4700ms=0 4750ms=0 4800ms=0 4850ms=0 4900ms=0 4950ms=0
50th gpu percentile: 4950ms
90th gpu percentile: 4950ms
95th gpu percentile: 4950ms
99th gpu percentile: 4950ms
GPU HISTOGRAM: 1ms=0 2ms=0 3ms=0 4ms=0 5ms=0 6ms=0 7ms=0 8ms=0 9ms=0 10ms=0 11ms=0 12ms=0 13ms=0 14ms=0 15ms=0 16ms=0 17ms=0 18ms=0 19ms=0 20ms=0 21ms=0 22ms=0 23ms=0 24ms=0 25ms=0 4950ms=0


---PROFILEDATA---
Flags,IntendedVsync,Vsync,OldestInputEvent,NewestInputEvent,HandleInputStart,AnimationStart,PerformTraversalsStart,DrawStart,SyncQueued,SyncStart,IssueDrawCommandsStart,SwapBuffers,FrameCompleted,DequeueBufferDuration,QueueBufferDuration,GpuCompleted,
1,5645013569772,5645013569772,9223372036854775807,0,5645014148949,5645014150180,5645014151103,5645081986026,5645084159488,5645092585719,5645092703796,5645118001873,5645120370719,0,1326769,0,
8,5645030205523,5645113538858,9223372036854775807,0,5645125786949,5645125790103,5645125954565,5645126136103,5645126148565,5645126504257,0,0,0,0,0,0,
---PROFILEDATA---


View hierarchy:

  org.apache.tvm.tvmrpc/org.apache.tvm.tvmrpc.RPCActivity/android.view.ViewRootImpl@a9f6eba
  14 views, 26.56 kB of render nodes


Total ViewRootImpl   : 1
Total attached Views : 14
Total RenderNode     : 26.56 kB (used) / 97.82 kB (capacity)
And this is log only for Apk:
Applications Graphics Acceleration Info:
Uptime: 6901736 Realtime: 6901736

** Graphics info for pid 12574 [org.apache.tvm.tvmrpc] **

Stats since: 500523944950ns
Total frames rendered: 439
Janky frames: 23 (5.24%)
50th percentile: 6ms
90th percentile: 10ms
95th percentile: 19ms
99th percentile: 61ms
Number Missed Vsync: 1
Number High input latency: 69
Number Slow UI thread: 12
Number Slow bitmap uploads: 0
Number Slow issue draw commands: 5
Number Frame deadline missed: 13
HISTOGRAM: 5ms=199 6ms=39 7ms=45 8ms=72 9ms=21 10ms=20 11ms=7 12ms=5 13ms=1 14ms=3 15ms=4 16ms=0 17ms=1 18ms=0 19ms=1 20ms=0 21ms=0 22ms=0 23ms=0 24ms=3 25ms=1 26ms=0 27ms=1 28ms=1 29ms=3 30ms=0 31ms=1 32ms=3 34ms=0 36ms=0 38ms=0 40ms=1 42ms=2 44ms=0 46ms=0 48ms=0 53ms=0 57ms=0 61ms=1 65ms=0 69ms=0 73ms=1 77ms=0 81ms=0 85ms=1 89ms=0 93ms=0 97ms=0 101ms=0 105ms=0 109ms=0 113ms=0 117ms=0 121ms=0 125ms=0 129ms=0 133ms=0 150ms=0 200ms=1 250ms=1 300ms=0 350ms=0 400ms=0 450ms=0 500ms=0 550ms=0 600ms=0 650ms=0 700ms=0 750ms=0 800ms=0 850ms=0 900ms=0 950ms=0 1000ms=0 1050ms=0 1100ms=0 1150ms=0 1200ms=0 1250ms=0 1300ms=0 1350ms=0 1400ms=0 1450ms=0 1500ms=0 1550ms=0 1600ms=0 1650ms=0 1700ms=0 1750ms=0 1800ms=0 1850ms=0 1900ms=0 1950ms=0 2000ms=0 2050ms=0 2100ms=0 2150ms=0 2200ms=0 2250ms=0 2300ms=0 2350ms=0 2400ms=0 2450ms=0 2500ms=0 2550ms=0 2600ms=0 2650ms=0 2700ms=0 2750ms=0 2800ms=0 2850ms=0 2900ms=0 2950ms=0 3000ms=0 3050ms=0 3100ms=0 3150ms=0 3200ms=0 3250ms=0 3300ms=0 3350ms=0 3400ms=0 3450ms=0 3500ms=0 3550ms=0 3600ms=0 3650ms=0 3700ms=0 3750ms=0 3800ms=0 3850ms=0 3900ms=0 3950ms=0 4000ms=0 4050ms=0 4100ms=0 4150ms=0 4200ms=0 4250ms=0 4300ms=0 4350ms=0 4400ms=0 4450ms=0 4500ms=0 4550ms=0 4600ms=0 4650ms=0 4700ms=0 4750ms=0 4800ms=0 4850ms=0 4900ms=0 4950ms=0
50th gpu percentile: 3ms
90th gpu percentile: 6ms
95th gpu percentile: 11ms
99th gpu percentile: 24ms
GPU HISTOGRAM: 1ms=0 2ms=56 3ms=192 4ms=100 5ms=16 6ms=17 7ms=6 8ms=0 9ms=1 10ms=2 11ms=10 12ms=6 13ms=4 14ms=1 15ms=0 16ms=0 17ms=0 18ms=0 19ms=0 20ms=0 21ms=1 22ms=0 23ms=2 24ms=5 25ms=0 4950ms=0
Font Cache (CPU):
  Size: 17.38 kB 
  Glyph Count: 5 
CPU Caches:
GPU Caches:
  Other:
    Other: 0.00 bytes (1 entry)
  Shadow Gaussian Falloff:
    Texture: 128.00 bytes (1 entry)
  Image:
    Texture: 54.45 KB (3 entries)
  Scratch:
    Buffer Object: 48.00 KB (1 entry)
    Texture: 2.00 MB (1 entry)
Other Caches:
                         Current / Maximum
  Layers Total           0.00 KB (numLayers = 0)
Total GPU memory usage:
  2202192 bytes, 2.10 MB (54.58 KB is purgeable)


Pipeline=Skia (OpenGL)
Profile data in ms:

	org.apache.tvm.tvmrpc/org.apache.tvm.tvmrpc.MainActivity/android.view.ViewRootImpl@1038509 (visibility=8)
	Draw	Prepare	Process	Execute

View hierarchy:

  org.apache.tvm.tvmrpc/org.apache.tvm.tvmrpc.MainActivity/android.view.ViewRootImpl@1038509
  27 views, 38.25 kB of render nodes


Total ViewRootImpl   : 1
Total attached Views : 27
Total RenderNode     : 38.25 kB (used) / 38.25 kB (capacity)
My thoughts about it:
Total frames rendered - Number of frames created to render
Janky Frames - Number of dropped frames
50th percentile: 6ms - 50% of frames was rendered in or under 6ms
90th percentile: 10ms - 90% of frames was rendered in or under 10ms
95th percentile: 19ms - 95% of frames was rendered in or under 19ms
99th percentile: 61ms - 99% of frames was rendered in or under 61ms
Number Missed Vsync - vsync is complex mechnism for syncronizing frames from GPU and frames displayed
Number High input latency - Input latency or lag refers to the amount of time it takes from when it receives a signal (when you press a button on your controller or move your mouse) to when that action occurs on the screen.
Number Slow UI thread: ???
Number Slow bitmap uploads: ???
Number Slow issue draw commands: ???
Number Frame deadline missed: ???
HISTOGRAM - histogram of what? ms is time from this moment?
GPU HISTOGRAM - histogram of GPU usage? in what units?
--edit-- I was trying to look for gfxinfo and dumpsys in AOSP, but I haven't found anything interesting. There is parser of gfxinfo written in java, just parses few things. In dumpsys I cannot find reference to gfxinfo service (https://cs.android.com/android/platform/superproject/+/master:frameworks/native/cmds/dumpsys/dumpsys.cpp)
404pio (141 rep)
Apr 26, 2022, 10:51 AM • Last activity: Apr 26, 2022, 01:37 PM
0 votes
1 answers
60 views
Tablet battery replacement and alloc_device_open fail?
I had to do a battery replacement on an Android 4.x tablet Denver TAC-97032. The battery had been obtained from the manufacturer as aftermarket part; it is however not of the same size as the original one. Still, I opened the tabled, desoldered the old battery, and soldered the new one; behavior the...
I had to do a battery replacement on an Android 4.x tablet Denver TAC-97032. The battery had been obtained from the manufacturer as aftermarket part; it is however not of the same size as the original one. Still, I opened the tabled, desoldered the old battery, and soldered the new one; behavior thereafter is: * If I just plug in the charger, I get the Android "battery fills" animation for a while, the animation shows charging, and then it disappears, as usual. Good - means battery is detected and is mounted properly. * If I boot with Power + Vol Up, I get into the recovery, which here just shows the "dead android" picture; there are no extra menus for ADB sideload or similar, so basically it just sits there; adb can also see a "recovery" device, and adb reboot is also recognized and works * If I boot with just Power: first the DENVER splash is shows, then an Android splash screen is shown, then screen goes black (but there is still backlight it seems); device appears dead, but if I hold Power to force shutdown, at end a click from the speaker is heard and flash from screen seen - meaning the device ran also under the black screen. At the black screen, I tried adb - and luckily, it worked:
$ ./adb.exe logcat
--------- beginning of /dev/log/main
I//system/bin/e2fsck(   67): e2fsck 1.41.11 (14-Mar-2010)
I//system/bin/e2fsck(   67): /dev/block/nande: clean, 5183/76800 files, 205676/307200 blocks
I/logwrapper(   67): /system/bin/e2fsck terminated by exit(0)
I//system/bin/e2fsck(   72): e2fsck 1.41.11 (14-Mar-2010)
I//system/bin/e2fsck(   72): /dev/block/nandh: clean, 15/20496 files, 2623/81920 blocks
I/logwrapper(   72): /system/bin/e2fsck terminated by exit(0)
--------- beginning of /dev/log/system
I/USB3G   (   85): usb 3g monitor v0.1 start
I/USB3G   (   85): event { 'add', '/devices/platform/sw_hcd_host0/usb1', 'usb', '', 189, 0 }
I/USB3G   (   85): event { 'add', '/devices/platform/sw-ehci.1/usb2', 'usb', '', 189, 128 }
I/USB3G   (   85): event { 'add', '/devices/platform/sw-ohci.1/usb3', 'usb', '', 189, 256 }
I/Netd    (   80): Netd 1.0 starting
I/Vold    (   79): Vold 2.1 (the revenge) firing up
D/Vold    (   79): Volume sdcard state changing -1 (Initializing) -> 0 (No-Media)
D/Vold    (   79): Volume extsd state changing -1 (Initializing) -> 0 (No-Media)
D/Vold    (   79): Volume usbhost1 state changing -1 (Initializing) -> 0 (No-Media)
D/Vold    (   79): Volume sdcard state changing 0 (No-Media) -> 1 (Idle-Unmounted)
I/SurfaceFlinger(   81): SurfaceFlinger is starting
I/SurfaceFlinger(   81): SurfaceFlinger's main thread ready to run. Initializing graphics H/W...
E/[Gralloc-ERROR](   81): int alloc_device_open(const hw_module_t*, const char*, hw_device_t**):436 UMP open failed with 1
E/FramebufferNativeWindow(   81): couldn't open framebuffer HAL (Operation not permitted)
E/[Gralloc-ERROR](   81): int alloc_device_open(const hw_module_t*, const char*, hw_device_t**):436 UMP open failed with 1
E/FramebufferNativeWindow(   81): couldn't open gralloc HAL (Operation not permitted)
E/SurfaceFlinger(   81): Display subsystem failed to initialize. check logs. exiting...
I/        (   82): ServiceManager: 0xf958
I/AudioFlinger(   82): Loaded primary audio interface from sunxi audio HW HAL (audio)
I/AudioFlinger(   82): Using 'sunxi audio HW HAL' (audio.primary) as the primary audio interface
I/CameraService(   82): CameraService started (pid=82)
I/AudioFlinger(   82): AudioFlinger's thread 0x1c7b0 ready to run
W/AudioFlinger(   82): Thread AudioOut_1 cannot connect to the power manager service
I/AudioPolicyService(   82): Loaded audio policy from LEGACY Audio Policy HAL (audio_policy)
I/SurfaceFlinger(  129): SurfaceFlinger is starting
I/SurfaceFlinger(  129): SurfaceFlinger's main thread ready to run. Initializing graphics H/W...
I/[Gralloc](  129): using (fd=10)
I/[Gralloc](  129): id           =
I/[Gralloc](  129): xres         = 1024 px
I/[Gralloc](  129): yres         = 768 px
I/[Gralloc](  129): xres_virtual = 1024 px
I/[Gralloc](  129): yres_virtual = 1536 px
I/[Gralloc](  129): bpp          = 32
I/[Gralloc](  129): r            = 16:8
I/[Gralloc](  129): g            =  8:8
I/[Gralloc](  129): b            =  0:8
I/[Gralloc](  129): width        = 163 mm (159.568100 dpi)
I/[Gralloc](  129): height       = 122 mm (159.895081 dpi)
I/[Gralloc](  129): refresh rate = 60.12 Hz
D/libEGL  (  129): loaded /system/lib/egl/libEGL_mali.so
D/libEGL  (  129): loaded /system/lib/egl/libGLESv1_CM_mali.so
D/libEGL  (  129): loaded /system/lib/egl/libGLESv2_mali.so
E/SurfaceFlinger(  129): couldn't find an EGLConfig matching the screen format
W/SurfaceFlinger(  129): ro.sf.lcd_density not defined, using 160 dpi by default.
I/SurfaceFlinger(  129): EGL informations:
I/SurfaceFlinger(  129): # of configs : 21
I/SurfaceFlinger(  129): vendor    : Android
I/SurfaceFlinger(  129): version   : 1.4 Android META-EGL
I/SurfaceFlinger(  129): extensions: EGL_KHR_image EGL_KHR_image_base EGL_KHR_image_pixmap EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_fence_sync EGL_ANDROID_image_native_buffer
I/SurfaceFlinger(  129): Client API: OpenGL ES
I/SurfaceFlinger(  129): EGLSurface: 5-6-5-0, config=0x0
I/SurfaceFlinger(  129): OpenGL informations:
I/SurfaceFlinger(  129): vendor    : ARM
I/SurfaceFlinger(  129): renderer  : Mali-400 MP
I/SurfaceFlinger(  129): version   : OpenGL ES-CM 1.1
I/SurfaceFlinger(  129): extensions: GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_point_size_array GL_OES_point_sprite GL_OES_texture_npot GL_OES_query_matrix GL_OES_matrix_palette GL_OES_extended_matrix_palette GL_OES_compressed_ETC1_RGB8_texture GL_OES_EGL_image GL_OES_draw_texture GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_framebuffer_object GL_OES_stencil8 GL_OES_depth24 GL_ARM_rgba8 GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_OES_texture_cube_map GL_EXT_discard_framebuffer GL_EXT_robustness
I/SurfaceFlinger(  129): GL_MAX_TEXTURE_SIZE = 4096
I/SurfaceFlinger(  129): GL_MAX_VIEWPORT_DIMS = 4096 x 4096
I/SurfaceFlinger(  129): flags = 00000000
D/display (  129): ####disp_init, mode:0,out_type:1,tv_mode:0,app_width:1024,app_height:768
D/DisplayDispatcher(  129): display dispatcher enabled
... and here logcat stops - there are no further messages. So, the primary error seems to be "Display subsystem failed to initialize", and it explains the black screen; however I cannot really tell: * Is this a hardware cause: maybe during battery replacement, I accidentally disconnected some pin from the display, so even if I get splash screens shown at start, there is an error later when normal operation is initialized? * There are very few resources online mentioning this error, and I think I got to an IRC chat log, where a factory reset was recommended for an error like this. I would imagine, that maybe there is an ID on the battery of sorts, and since now it is changed from the original one, the OS sees that as an error, and refuses to proceed. Obviously, I do NOT want to do a factory reset - because then, I lose all of the data on the device (I'd do an adb backup, but that typically raises a prompt on the device, and since the screen does not work, I couldn't have allowed it even if the system booted to a state where it would have shown the prompt) So, my questions are: * Would anyone know what is more likely as the cause of ump_open error: hardware wire misconnection, or maybe differing ID of the battery? * Is it realistic to hope that factory reset would solve this problem? * If I need to do factory reset, is there any way I can back up this device purely from adb (but not using any GUI elements on the target device)? * Logcat says: "Display subsystem failed to initialize. check logs." - are there other logs than logcat I could check; and if so, which are they? * Is there anything else I could try, to get this tablet to boot fully?
sdaau (331 rep)
Jun 26, 2021, 10:46 AM • Last activity: Feb 23, 2022, 01:12 AM
4 votes
3 answers
31478 views
How to change Android default-natural orientation?
I have my device running android Jellybean 4.2.2 with Landscape as the default/natural orientation. How can I change the default/natural orientation of the same to portrait? Here is what I have tried till now, 1) Added **setprop ro.sf.hwrotation 90** to build.prop and it did nothing. 2) changed **us...
I have my device running android Jellybean 4.2.2 with Landscape as the default/natural orientation. How can I change the default/natural orientation of the same to portrait? Here is what I have tried till now, 1) Added **setprop ro.sf.hwrotation 90** to build.prop and it did nothing. 2) changed **user_rotation** value in **/data/data/com.android.providers.settings/databases/settings.db** and it changed the orientation of apps only. the orientation of Home screen and launcher are still landscape. 3) Modified PhoneWindowManager.java similar to the one given in link : changing phonewindowmanager to change natural orientation The third option works. But it still shows the bootanimation in landscape and after the animation is finished, the display rotates(with rotate animation) to portrait. How can I avoid this rotation and change the default/natural orientation before boot animation? Is it something related to SurfaceFlinger? I would also like to point to this article in android website. pre rotation in hardware composer
Rockcollins (141 rep)
Apr 16, 2014, 09:29 AM • Last activity: May 12, 2021, 08:05 PM
19 votes
2 answers
31687 views
Is it possible to use an Android device as X11 server for a remote machine over SSH?
When my desktop computer is up, I can connect to it with my notebook, even over the internet (I've set up my router to forward SSH to my desktop computer). My desktop computer runs GNU/Linux (Ubuntu distro), so I can use it with X terminal. My notebook also runs Ubuntu. I just need `ssh -X desktop.i...
When my desktop computer is up, I can connect to it with my notebook, even over the internet (I've set up my router to forward SSH to my desktop computer). My desktop computer runs GNU/Linux (Ubuntu distro), so I can use it with X terminal. My notebook also runs Ubuntu. I just need ssh -X desktop.ip.addr, then I can launch any program on my desktop machine. So, the question is: what's the way of **using Android as X-terminal over SSH**? I don't want to use VNC or other stuff. I think there must be some good SSH apps for Android (I've read about ConnectBot), but I haven't find anything about X11 (maybe it's my fault).
ern0 (294 rep)
Jan 5, 2011, 09:37 PM • Last activity: Apr 17, 2021, 10:21 AM
1 votes
1 answers
1300 views
What is the name of the GUI Android uses/has used?
Like the GUI controlling home screen and app icons, etc. How or what is this called that renders this?
Like the GUI controlling home screen and app icons, etc. How or what is this called that renders this?
Farch (27 rep)
Jun 13, 2013, 11:27 PM • Last activity: Feb 4, 2021, 07:42 AM
3 votes
0 answers
8148 views
How to remove white circles around Android icons?
Can anyone tell me how to get rid of the white circle that appears around all the freeform app icons? It seems like a terrible design aesthetic in this case where there is no other solid white in the GUI. I am running an Xperia XZ1 with android 9.0 and there is a setting in the launcher for 'add whi...
Can anyone tell me how to get rid of the white circle that appears around all the freeform app icons? It seems like a terrible design aesthetic in this case where there is no other solid white in the GUI. I am running an Xperia XZ1 with android 9.0 and there is a setting in the launcher for 'add white circular background' that does nothing when turned off. Maybe I need to downgrade my version of android to 8.0 in order for this setting to work? home screen on xperia by contrast, on a moto g 1st gen running lollipop, the homescreen appears beautiful with all the freeform icons intact. Why is Android taking this path of degrading design? moto g homescreen
gothicsurf (61 rep)
Feb 4, 2021, 07:15 AM • Last activity: Feb 4, 2021, 07:40 AM
0 votes
0 answers
117 views
Lower half of screen looks pixelated on Chrome for Android
I recently finished developing a website made of scalable vector graphics (SVG). The site looks great on all devices but Chrome for Android. On Android Chrome, the site looks more pixelated near the bottom of the screen. I have cut out a sliver of the site to demonstrate below. [![][1m]][1] Image re...
I recently finished developing a website made of scalable vector graphics (SVG). The site looks great on all devices but Chrome for Android. On Android Chrome, the site looks more pixelated near the bottom of the screen. I have cut out a sliver of the site to demonstrate below. Image Image resized; click the image for full size. Note: you will probably have to view the image in a bitmap editor to see the difference, as your browser will blur the pixels together in JPG format. If I scroll the content up, the same section that was just pixelated becomes crisp. It has nothing to do with my graphics, it's all about where they are on the screen. I am imagining that this is possibly: - A numerical-related bug in Chrome Android's anti-aliasing algorithm - An intentional feature that figures people look at the top half of their phone screen when reading articles and so increases resolution as they read, pixelating the bottom of the screen almost like a camera focuses on stuff - Or more likely, some combination of the two Does anyone have any familiarity with this effect? This is not present in the Android built-in internet browser on the phone. What is the cause of this pixelation in Android Chrome?
Hackstaar
Jan 27, 2021, 08:57 AM • Last activity: Jan 27, 2021, 12:55 PM
0 votes
1 answers
138 views
What determines the graphics of a device?
I do play a lot of games and most games settings have options to either set your graphics to low, average or high. So I'm really curious to find out what exactly determines the graphics of a phone so that I can set my game graphics according to what will work perfect.
I do play a lot of games and most games settings have options to either set your graphics to low, average or high. So I'm really curious to find out what exactly determines the graphics of a phone so that I can set my game graphics according to what will work perfect.
Chinez (103 rep)
Nov 26, 2020, 08:40 PM • Last activity: Nov 27, 2020, 09:30 AM
1 votes
1 answers
1856 views
Enable 4x MSAA using shell/ADB
I have various Android devices, **rooted**, with version ranging from Android 4.1 to Android 6.0. I want to enable 4x MSAA using shell/ADB. The code below is used to enable Hardware Overlay through a shell script service call SurfaceFlinger 1008 i32 1 But is there a way to enable 4x MSAA?
I have various Android devices, **rooted**, with version ranging from Android 4.1 to Android 6.0. I want to enable 4x MSAA using shell/ADB. The code below is used to enable Hardware Overlay through a shell script service call SurfaceFlinger 1008 i32 1 But is there a way to enable 4x MSAA?
Jideofor5050 (51 rep)
Apr 13, 2020, 01:09 PM • Last activity: Jul 17, 2020, 06:53 AM
17 votes
1 answers
186646 views
Can anyone explain all these Developer Options?
Can anyone explain these developer options? - Force GPU rendering - Disable non-rectangular clip ops - Force 4X MSAA - Disable HW overlays What are the possible effects that can be seen in my device by disabling/enabling them? [*Note: I've found other options by Google-ing but not these.*] Do the de...
Can anyone explain these developer options? - Force GPU rendering - Disable non-rectangular clip ops - Force 4X MSAA - Disable HW overlays What are the possible effects that can be seen in my device by disabling/enabling them? [*Note: I've found other options by Google-ing but not these.*] Do the developer settings affect battery life by using *lower animation speeds (all to 2x precisely)* or *higher animation speeds (0.5x precisely)* at the expense of user experience?
ProPlayerMaxUltra (1966 rep)
Aug 29, 2014, 02:03 PM • Last activity: Sep 14, 2019, 12:18 PM
0 votes
1 answers
275 views
Samsung S5 Graphics Error under Lineage
I just got a refurbished S5 and installed the latest Lineage OS ([lineage-14.1-20171123-nightly-klte-signed](https://download.lineageos.org/klte) on it. Most of the time everything works normal. Sometimes, however, the graphics gets really weird (see images). [![Strange graphics errors][1]][1] Other...
I just got a refurbished S5 and installed the latest Lineage OS ([lineage-14.1-20171123-nightly-klte-signed](https://download.lineageos.org/klte) on it. Most of the time everything works normal. Sometimes, however, the graphics gets really weird (see images). Strange graphics errors Other family members have the same phone and I also flashed Lineage on them without experiencing these problems. Therefore, it cannot be a general problem. Any ideas about what might be wrong with the phone and how to fix it? Edit: This problem was also reported [here](https://forum.xda-developers.com/galaxy-s5/help/graphics-overlapping-issues-t2987899) but no solution was documented.
Jan (1 rep)
Nov 26, 2017, 04:38 PM • Last activity: Nov 27, 2017, 11:46 PM
0 votes
0 answers
1028 views
How to extract icons/iconography from APKs
I just want to know if it's possible to break open an APK (say from Facebook, Twitter, Periscope, Instagram, YouTube) to get their unique iconography sets (for personal UX concept works and uses only, their copyrights is all on them). Whether it's a sprite, individual PNGs, SVG files, or even better...
I just want to know if it's possible to break open an APK (say from Facebook, Twitter, Periscope, Instagram, YouTube) to get their unique iconography sets (for personal UX concept works and uses only, their copyrights is all on them). Whether it's a sprite, individual PNGs, SVG files, or even better font glyphs? Where could I find them? Most of the time they're on assets, but most of the other time they're not? Where could I find them and extract them? Thanks
PrinceKickster (11 rep)
Jun 20, 2017, 04:23 PM
1 votes
0 answers
417 views
Can I adjust the graphics memory allocation on my phone?
My current phone is advertised as having 3GB of RAM. Under Settings/Memory Total Memory is listed as 2.8GB. I recently saw a newer phone with a more modern System-On-a-Chip with 4GB of RAM. Total Memory showed as 3.5GB. From reading around I believe the difference is down to the memory being set asi...
My current phone is advertised as having 3GB of RAM. Under Settings/Memory Total Memory is listed as 2.8GB. I recently saw a newer phone with a more modern System-On-a-Chip with 4GB of RAM. Total Memory showed as 3.5GB. From reading around I believe the difference is down to the memory being set aside for graphics (or perhaps peripheral addressing at a guess, failing that). If the former, as the screen resolution is the same (1920x1080) and I never had a problem with graphics on the old phone with 200MB set aside, is this something that can be varied, perhaps in a custom ROM, for instance Lineage, or would it be be buried too deep in hardware drivers?
nsandersen (323 rep)
Jun 12, 2017, 01:42 PM
1 votes
1 answers
1173 views
How does the android graphics stack work?
I know that Android is based on Linux. On a desktop machine, you have an X server which coordinates all the screen activity. Some Linux distributions are working on switching to something other than X (Wayland, or Mir.) Android doesn't appear to be using X. What does it use instead, and how can I fi...
I know that Android is based on Linux. On a desktop machine, you have an X server which coordinates all the screen activity. Some Linux distributions are working on switching to something other than X (Wayland, or Mir.) Android doesn't appear to be using X. What does it use instead, and how can I find out more about it?
Sean McMillan (144 rep)
Jan 25, 2017, 08:07 PM • Last activity: Feb 3, 2017, 12:39 AM
0 votes
1 answers
72 views
LOTS of red pixels Meizu M2
I've had lots of red pixels with my Meizu M2 (Flyme 5.1.6.0G) when I increased luminosity I tried JScreenFix with luminosity at 100% but I just got some more when luminosity is at 0%... Anyone knows how to fix this ? Thanks. PS: It does not appear in screenshots
I've had lots of red pixels with my Meizu M2 (Flyme 5.1.6.0G) when I increased luminosity I tried JScreenFix with luminosity at 100% but I just got some more when luminosity is at 0%... Anyone knows how to fix this ? Thanks. PS: It does not appear in screenshots
Random Coder 99 (101 rep)
Sep 11, 2016, 11:02 AM • Last activity: Nov 28, 2016, 11:17 AM
15 votes
3 answers
253445 views
Why is "Force GPU rendering" disabled by default Developer options?
Why is this feature disabled? When I turn it on, many apps and become snappy and awesome with smooth graphics. Seems like it'd be nice if it was enabled by default. The linked article in [this question](https://android.stackexchange.com/questions/17731/force-gpu-rendering-in-ics-how-does-this-affect...
Why is this feature disabled? When I turn it on, many apps and become snappy and awesome with smooth graphics. Seems like it'd be nice if it was enabled by default. The linked article in [this question](https://android.stackexchange.com/questions/17731/force-gpu-rendering-in-ics-how-does-this-affect-system-performance) says that hardware acceleration wasn't default up until 4.0. Is the "Force GPU rendering" option then targeting apps that use API for 3.0 and lower?
trusktr (1297 rep)
May 5, 2014, 10:12 PM • Last activity: Nov 5, 2016, 11:23 PM
1 votes
1 answers
174 views
Broken graphics on some games
On my Samsung Galaxy Core Prime VE, running Android 5.1.1, the game's graphics are not displayed, but the sound plays. This happens as soon as the game starts. What might be causing this and how can I correct it? [![Screenshot][1]][2] [1]: https://i.sstatic.net/85Grgm.jpg [2]: https://i.sstatic.net/...
On my Samsung Galaxy Core Prime VE, running Android 5.1.1, the game's graphics are not displayed, but the sound plays. This happens as soon as the game starts. What might be causing this and how can I correct it? Screenshot
Marko Batur (11 rep)
Mar 30, 2016, 01:53 PM • Last activity: Jun 12, 2016, 06:10 PM
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