【翻译】(63)supports-gl-texture元素

【翻译】(63)supports-gl-texture元素

 

see

http://developer.android.com/guide/topics/manifest/supports-gl-texture-element.html

 

原文见

http://developer.android.com/guide/topics/manifest/supports-gl-texture-element.html

 

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<supports-gl-texture>

 

supports-gl-texture元素

 

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* syntax:

 

* 语法:

 

<supports-gl-texture android:name="string" />

 

* contained in:

 

* 被包含在:

 

<manifest>

 

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Android Market and <supports-gl-texture> elements

 

Android市场和<supports-gl-texture>元素

 

Android Market filters applications according to the texture compression formats that they support, to ensure that they can be installed only on devices that can handle their textures properly. Developers can use texture compression filtering as a way of targeting specific device types, based on GPU platform.

 

Android市场根据应用程序支持的纹理压缩格式来过滤应用程序。以确保它们只可以被安装在可以正确地处理它们的纹理的设备上。开发者可以使用纹理压缩过滤作为把目标定在特定设备类型的一种方式,基于GPU平台。

 

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For important information about how Android Market uses <supports-gl-texture> elements as the basis for filtering, please read Android Market and texture compression filtering, below.

 

想获得关于Android市场如何使用<supports-gl-texture>元素作为用于过滤的基础的重要信息,请阅读下面的Android市场和纹理压缩过滤。

 

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* description:

 

* 描述:

 

Declares a single GL texture compression format that is supported by the application.

 

声明一个被应用程序支持的单一GL纹理压缩格式。

 

An application "supports" a GL texture compression format if it is capable of providing texture assets that are compressed in that format, once the application is installed on a device. The application can provide the compressed assets locally, from inside the .apk, or it can download them from a server at runtime.

 

应用程序“支持”一个GL纹理压缩格式,如果它有能力提供以那种格式压缩的纹理资源,一旦应用程序被安装在一个设备上。应用程序可以本地地提供被压缩资源,从.apk内部,或者它可以在运行时从一台服务器中下载它们。

 

Each <supports-gl-texture> element declares exactly one supported texture compression format, specified as the value of a android:name attribute. If your application supports multiple texture compression formats, you can declare multiple <supports-gl-texture> elements. For example:

 

每个<supports-gl-texture>元素精确地声明一个被支持纹理压缩格式,作为android:name属性的值来指定。如果你的应用程序支持多个纹理压缩格式,你可以声明多个<supports-gl-texture>元素。例如:

 

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<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" />

<supports-gl-texture android:name="GL_OES_compressed_paletted_texture" />

 

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Declared <supports-gl-texture> elements are informational, meaning that the Android system itself does not examine the elements at install time to ensure matching support on the device. However, other services (such as Android Market) or applications can check your application's <supports-gl-texture> declarations as part of handling or interacting with your application. For this reason, it's very important that you declare all of the texture compression formats (from the list below) that your application is capable of supporting.

 

声明<supports-gl-texture>元素是带信息的,意味着在安装期Android系统自身不检查元素以确保匹配设备上的支持。然而,其它服务(诸如Android市场)或应用程序可以检查你的应用程序的<supports-gl-texture>声明作为处理或与你的应用程序交互的一部分。因此,非常重要的是你声明你的应用程序有能力支持的所有纹理压缩格式(从下面的列表中)。

 

Applications and devices typically declare their supported GL texture compression formats using the same set of well-known strings, as listed below. The set of format strings may grow over time, as needed, and since the values are strings, applications are free to declare other formats as needed.

 

应用程序和设备典型地声明它们的被支持GL纹理压缩格式,使用众所周知字符串的相同集合,如下面所列举的。格式字符串的集合不久后可能会增加,如果需要的话,并且因为值是字符串,所以应用程序在需要时可以自由地声明其它格式。

 

Assuming that the application is built with SDK Platform Tools r3 or higher, filtering based on the <supports-gl-texture> element is activated for all API levels.

 

假设应用程序是用SDK平台工具r3或更高来构建,基于<supports-gl-texture>元素的过滤对于所有API级别是被激活的。

 

* attributes:

 

* 属性:

 

* android:name

 

Specifies a single GL texture compression format supported by the application, as a descriptor string. Common descriptor values are listed in the table below.

 

指定一个被应用程序支持的单一GL纹理压缩格式,作为一个描述符字符串。通常的描述符值被列举在下面的表格中。

 

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* Texture Compression Format Descriptor Comments

 

* 纹理压缩格式描述符 注释

 

* GL_OES_compressed_ETC1_RGB8_texture Ericsson texture compression. Specified in OpenGL ES 2.0 and available in all Android-powered devices that support OpenGL ES 2.0.

 

* GL_OES_compressed_ETC1_RGB8_texture Ericsson纹理压缩。特定于OpenGL ES 2.0中并且在所有支持OpenGL ES 2.0的基于Android的设备中可用。

 

* GL_OES_compressed_paletted_texture Generic paletted texture compression.

 

* GL_OES_compressed_paletted_texture 一般被调色板化纹理压缩

 

* GL_AMD_compressed_3DC_texture ATI 3Dc texture compression.

 

* GL_AMD_compressed_3DC_texture ATI 3Dc纹理压缩

 

* GL_AMD_compressed_ATC_texture ATI texture compression. Available on devices running Adreno GPU, including HTC Nexus One, Droid Incredible, EVO, and others. For widest compatibility, devices may also declare a <supports-gl-texture> element with the descriptor GL_ATI_texture_compression_atitc.

 

* GL_AMD_compressed_ATC_texture ATI纹理压缩。在运行Adreno GPU的设备上可用,包括HTC Nexus One,Droid Incredible,EVO,以及其它。(注:这三个貌似都是HTC的,Adreno是高通的GPU)。为了最广泛的兼容性,设备可能还声明一个<supports-gl-texture>元素带有描述符GL_ATI_texture_compression_atitc。

 

* GL_EXT_texture_compression_latc Luminance alpha texture compression.

 

* GL_EXT_texture_compression_latc 亮度透明度纹理压缩。(注:缩写为LATC)

 

* GL_EXT_texture_compression_dxt1 S3 DXT1 texture compression. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others.

 

* GL_EXT_texture_compression_dxt1 S3 DXT1纹理压缩。在运行Nvidia Tegra2平台的设备上被支持,包括Motorala Xoom,Motorola Atrix,Droid Bionic,和其它。(注:这三个貌似都是摩托罗拉的,Tegra2是NVIDIA的SoC处理器)

 

* GL_EXT_texture_compression_s3tc S3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others. If your application requires a specific DXT variant, declare that descriptor instead of this one.

 

* GL_EXT_texture_compression_s3tc S3纹理压缩,不特定于DXT变种。(注:DXT是S3纹理压缩即S3TC的一类算法实现,见http://en.wikipedia.org/wiki/S3_Texture_Compression)。在运行Nvidia Tegra2平台的设备上被支持,包括Motorala Xoom,Motorola Atrix,Droid Bionic,以及其它。如果你的应用程序需要一个特定的DXT变种,声明那个描述符取代这个。

 

* GL_IMG_texture_compression_pvrtc PowerVR texture compression. Available in devices running PowerVR SGX530/540 GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab; and others.

 

* GL_IMG_texture_compression_pvrtc PowerVR纹理压缩。在运行PowerVR SGX530/540 GPU的设备中可用,诸如Motorola DROID系列;Samsung Galaxy S,Nexus S,和Galaxy Tab;以及其它。

 

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* see also:

 

* 另见:

 

* Android Market Filters

 

* Android市场过滤器

 

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Android Market and texture compression filtering

 

Android市场和纹理压缩过滤

 

Android Market filters the applications that are visible to users, so that users can see and download only those applications that are compatible with their devices. One of the ways Market filters applications is by texture compression compatibility, giving you control over the availability of your application to various devices, based on the capabilities of their GPUs.

 

Android市场过滤对于用户来说可见的应用程序,致使用户只可以看到和下载那些兼容他们的设备的应用程序。市场过滤应用程序的其中一种方式是通过纹理压缩兼容性,给你在你的应用程序对不同设备的兼容性上的控制权,基于它们的GPU的能力。

 

To determine an application's texture compression compatibility with a given user's device, Android Market compares:

 

为了决定一个应用程序对给定用户设备的纹理压缩兼容性,Android市场比较:

 

* Texture compression formats that are supported by the application — an application declares its supported texture compression formats in <supports-gl-texture> elements in its manifest 

 

* 被应用程序支持的纹理压缩格式——一个应用程序在它的清单中<supports-gl-texture>元素里声明它的被支持纹理压缩格式

 

with...

 

使用……

 

* Texture compression formats that are supported by the GPU on the device — a device reports the formats it supports as read-only system properties.

 

* 被设备上GPU支持的纹理压缩格式——一个设备报告它支持的格式作为只读的系统属性。

 

Each time you upload an application to the Android Market Publisher Site, Android Market scans the application's manifest file and looks for any <supports-gl-texture> elements. It extracts the format descriptors from the elements and stores them internally as metadata associated with the application .apk and the application version.

 

每当你上传一个应用程序到Android市场发布者网站时,Android市场扫描应用程序的清单文件并寻找任意<supports-gl-texture>元素。它从元素中抽取格式描述符并内部地存储它们作为与应用程序.apk关联的元数据以及应用程序版本。

 

When a user searches or browses for applications on Android Market, the service compares the texture compression formats supported by the application with those supported by the user's device. The comparison is based on the format descriptor strings and a match must be exact.

 

当一个用户在Android市场上搜索或浏览应用程序时,服务比较被应用程序支持和被用户设备支持的纹理压缩格式。压缩基于格式描述符字符串并且匹配必须是精确的。

 

If any of an application's supported texture compression formats is also supported by the device, Android Market allows the user to see the application and potentially download it. Otherwise, if none of the application's formats is supported by the device, Android Market filters the application so that it is not available for download.

 

如果一个应用程序的被支持纹理压缩格式也被该设备支持,那么Android市场允许用户看到该应用程序并隐式地下载它。否则,如果没有应用程序的格式被该设备支持,那么Android市场过滤应用程序以使它对于下载来说不可用。

 

If an application does not declare any <supports-gl-texture> elements, Android Market does not apply any filtering based on GL texture compression format.

 

如果一个应用程序不声明任何<supports-gl-texture>元素,Android市场不应用基于GL纹理压缩格式的任意过滤。

 

Except as noted, this content is licensed under Apache 2.0. For details and restrictions, see the Content License.

 

除特别说明外,本文在Apache 2.0下许可。细节和限制请参考内容许可证。

 

Android 4.0 r1 - 14 Feb 2012 21:12

 

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Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.

 

(此页部分内容基于Android开源项目,以及使用根据创作公共2.5来源许可证描述的条款进行修改)

 

(本人翻译质量欠佳,请以官方最新内容为准,或者参考其它翻译版本:

* ソフトウェア技術ドキュメントを勝手に翻訳

http://www.techdoctranslator.com/android

* Ley's Blog

http://leybreeze.com/blog/

* 农民伯伯

http://www.cnblogs.com/over140/

* Android中文翻译组

http://androidbox.sinaapp.com/


在 Yocto Project 中配置 camera-gl-wl 软件包时,需要进行以下步骤: 1. 在你的 `local.conf` 文件中添加以下内容: ``` DISTRO_FEATURES_append += " opengl" PREFERRED_PROVIDER_virtual/egl ?= "mesa" PREFERRED_PROVIDER_virtual/libgles1 ?= "mesa" PREFERRED_PROVIDER_virtual/libgles2 ?= "mesa" ``` 这些配置将启用 OpenGL 特性并设置默认的 EGLGLES 库为 Mesa。 2. 执行以下命令以安装必要的库: ``` $ sudo apt-get install libgles2-mesa-dev libegl1-mesa-dev ``` 3. 在你的 `bblayers.conf` 文件中添加以下内容: ``` BBLAYERS ?= " \ /path/to/yocto/meta \ /path/to/yocto/meta-poky \ /path/to/yocto/meta-yocto-bsp \ /path/to/yocto/meta-oe \ /path/to/yocto/meta-qt5 \ /path/to/yocto/meta-openembedded/meta-oe \ /path/to/yocto/meta-openembedded/meta-multimedia \ /path/to/yocto/meta-openembedded/meta-egl \ /path/to/yocto/meta-openembedded/meta-python \ /path/to/yocto/meta-openembedded/meta-networking \ " ``` 这些配置将添加必要的 OpenEmbedded 层以支持 EGLGLES 库。 4. 添加 camera-gl-wl 软件包的 recipe 文件到你的 Yocto 工程中。 在 recipe 文件中,你需要定义软件包的名称、版本、源代码地址、依赖项等。具体实现可以参考其他已有的 recipe 文件。 例如: ``` SUMMARY = "Camera application with OpenGL and Wayland support" DESCRIPTION = "This package provides a camera application that supports OpenGL and Wayland." LICENSE = "MIT" LIC_FILES_CHKSUM = "file://${COMMON_LICENSE_DIR}/MIT;md5=0835ade698e0bcf8506ecda2f7b4f302" SRC_URI = "git://github.com/user/camera-gl-wl.git;protocol=https" DEPENDS = "wayland egl gles2" S = "${WORKDIR}/git" inherit meson EXTRA_OEMESON += "-Denable_opengl=true" EXTRA_OEMESON += "-Denable_wayland=true" do_install_append() { install -d ${D}${bindir} install -m 0755 ${S}/build/camera-gl-wl ${D}${bindir} } ``` 5. 在你的 Yocto 工程中构建并部署 camera-gl-wl 软件包。 你可以使用 `bitbake` 命令来构建和部署软件包。 ``` $ bitbake camera-gl-wl ``` 构建完成后,软件包将被部署到你的目标系统中,你可以在目标系统上运行 camera-gl-wl 应用程序。
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