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Posted (edited)

Hi.

Made all the steps from ics4blade wiki and got stuck on:

"source build/envsetup.sh" - with the following error:

bash: build/envsetup.sh: No such file or directory

I have the following dirs:

asop

asop/abi

asop/ics4blade

asop/asop

asop/.repo

and its true the inside the build folder (either on ics4blade and on asop), there is no envsetup.sh

Need help please

Edited by herpez
Guest davidnintendo
Posted

New compilation error, still in libsurfaceflinger.

target thumb C++: libsurfaceflinger <= frameworks/base/services/surfaceflinger/Transform.cpp

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In constructor 'android::SurfaceFlinger::SurfaceFlinger()':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:87: error: class 'android::SurfaceFlinger' does not have any field named 'mResizeTransationPending'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:92: error: class 'android::SurfaceFlinger' does not have any field named 'mFreezeDisplay'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:94: error: class 'android::SurfaceFlinger' does not have any field named 'mFreezeCount'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:95: error: class 'android::SurfaceFlinger' does not have any field named 'mFreezeDisplayTime'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'virtual void android::SurfaceFlinger::binderDied(const android::wp<android::IBinder>&)':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:199: error: 'mFreezeDisplayTime' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:200: error: 'mFreezeCount' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:201: error: 'mFreezeDisplay' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'void android::SurfaceFlinger::waitForEvent()':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:331: error: 'isFrozen' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:334: error: 'mFreezeDisplayTime' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:337: error: 'mFreezeDisplayTime' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:344: error: 'isFrozen' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:346: error: 'mFreezeDisplayTime' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:349: error: 'mFreezeDisplay' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:349: error: 'mFreezeCount' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'void android::SurfaceFlinger::handleTransactionLocked(uint32_t)':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:596: error: 'struct android::SurfaceFlinger::State' has no member named 'freezeDisplay'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:596: error: 'struct android::SurfaceFlinger::State' has no member named 'freezeDisplay'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:598: error: 'mFreezeDisplay' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:598: error: 'struct android::SurfaceFlinger::State' has no member named 'freezeDisplay'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:600: error: 'mFreezeDisplayTime' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: At global scope:

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:628: error: 'FreezeLock' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:628: error: template argument 1 is invalid

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:628: error: no 'int android::SurfaceFlinger::getFreezeLock() const' member function declared in class 'android::SurfaceFlinger'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'void android::SurfaceFlinger::commitTransaction()':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:762: error: 'mResizeTransationPending' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: At global scope:

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1249: error: prototype for 'void android::SurfaceFlinger::setTransactionState(const android::Vector<android::ComposerState>&, int)' does not match any in class 'android::SurfaceFlinger'

frameworks/base/services/surfaceflinger/SurfaceFlinger.h:170: error: candidate is: virtual void android::SurfaceFlinger::setTransactionState(const android::Vector<android::ComposerState>&, int, uint32_t)

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1291: error: no 'android::status_t android::SurfaceFlinger::freezeDisplay(android::DisplayID, uint32_t)' member function declared in class 'android::SurfaceFlinger'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1305: error: no 'android::status_t android::SurfaceFlinger::unfreezeDisplay(android::DisplayID, uint32_t)' member function declared in class 'android::SurfaceFlinger'

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'uint32_t android::SurfaceFlinger::setClientStateLocked(const android::sp<android::Client>&, const android::layer_state_t&)':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1519: error: 'mResizeTransationPending' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'virtual android::status_t android::SurfaceFlinger::dump(int, const android::Vector<android::String16>&)':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1640: error: 'mFreezeDisplay' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1640: error: 'mFreezeCount' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp: In member function 'virtual android::status_t android::SurfaceFlinger::onTransact(uint32_t, const android::Parcel&, android::Parcel*, uint32_t)':

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1700: error: 'FREEZE_DISPLAY' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1701: error: 'UNFREEZE_DISPLAY' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1774: error: 'mFreezeCount' was not declared in this scope

frameworks/base/services/surfaceflinger/SurfaceFlinger.cpp:1775: error: 'mFreezeDisplayTime' was not declared in this scope

target thumb C++: system_server <= frameworks/base/cmds/system_server/system_main.cpp

make: *** [out/target/product/blade/obj/SHARED_LIBRARIES/libsurfaceflinger_intermediates/SurfaceFlinger.o] Error 1

make: *** Waiting for unfinished jobs....

I'm glad I'm helping in the end, even if it is just to report errors in compilation laugh.gif

Guest KonstaT
Posted

New compilation error, still in libsurfaceflinger.

I'm glad I'm helping in the end, even if it is just to report errors in compilation laugh.gif

Try with these changes. I built one with 4.0.3 yesterday and those are the errors I came across. It seems that hw acceleration is more broken with 4.0.3, because it's much slower than before. It probably just needs to rebase the hw acc hack with 4.0.3 code.

Guest t0mm13b
Posted (edited)

Just for kicks, ran Antutu benchmark against this compiled 4.0.3 source, and the results were interesting to say the least, barring 2D and 3D graphics... this caught my eye...

  • RAM: 82
  • CPU Integer: 160
  • CPU Float-point: 121

This smells of a either iffy ARMv6/Dalvik implementation - somewhat broken by the looks of it...

Telephony/3G is fully working, incall works but rest of audio routing is broken.

Objectively keeping this pure vanilla AOSP as possible, despite EGL hacks in place coming from TwistedUmbrella on github which I can see has made its way into the unofficial cm9 kang, just have to accept that the kernel is too old for ICS.

Edited by t0mm13b
Guest hedgepigdaniel
Posted

Try with these changes. I built one with 4.0.3 yesterday and those are the errors I came across. It seems that hw acceleration is more broken with 4.0.3, because it's much slower than before. It probably just needs to rebase the hw acc hack with 4.0.3 code.

thanks, that fixed it.

Guest hedgepigdaniel
Posted

Changelog for update 18 ?mellow.gif

read the description, look at github.

Guest davidnintendo
Posted (edited)

Try with these changes. I built one with 4.0.3 yesterday and those are the errors I came across. It seems that hw acceleration is more broken with 4.0.3, because it's much slower than before. It probably just needs to rebase the hw acc hack with 4.0.3 code.

Thanks. It compiled correctly with that changes (my first successful build! Hooray! ) but 4.0.3 seems a lot slower than 4.0.1 was, and grahpics wors a little bit worse. The filtered CM9 version has EGL working a little better but no changes about HW acceleration had been submitted in that short time I think, and what's even more weird, SD card mounting is working, but some devs said a 3.0 Linux kernel was necessary to get that working, so perhaps TomG made some kernel tweaks to adapt it a little better to ICS. Maybe someone could try booting this ROM with the kernel from CM9? I don't have my Blade here right now.

Also, to people trying to compile under OS X:

- Xcode 4 may not work. Use Xcode 3 instead. You may need to modify the installer to get it working on Lion, though. Use Google to get instructions.

- MacPorts didn't work well for me either. Homebrew worked better.

- If your drive is on a non case-sensitive format, you will need to use a disk image to build. Make sure to have enough space on it to compile because everything including intermediate files will be created in the disk image. 40 GB will be enough. Also, if you don't want those 40 GB occupied from the first second, create the image in a dynamic format.

Hope this helps!

Edited by davidnintendo
Guest hedgepigdaniel
Posted

Thanks. It compiled correctly with that changes (my first successful build! Hooray! ) but 4.0.3 seems a lot slower than 4.0.1 was, and grahpics wors a little bit worse. The filtered CM9 version has EGL working a little better but no changes about HW acceleration had been submitted in that short time I think, and what's even more weird, SD card mounting is working, but some devs said a 3.0 Linux kernel was necessary to get that working, so perhaps TomG made some kernel tweaks to adapt it a little better to ICS. Maybe someone could try booting this ROM with the kernel from CM9? I don't have my Blade here right now.

Also, to people trying to compile under OS X:

- Xcode 4 may not work. Use Xcode 3 instead. You may need to modify the installer to get it working on Lion, though. Use Google to get instructions.

- MacPorts didn't work well for me either. Homebrew worked better.

- If your drive is on a non case-sensitive format, you will need to use a disk image to build. Make sure to have enough space on it to compile because everything including intermediate files will be created in the disk image. 40 GB will be enough. Also, if you don't want those 40 GB occupied from the first second, create the image in a dynamic format.

Hope this helps!

I put those tips on the wiki for the benefit of others: http://code.google.com/p/ics4blade/wiki/Building?ts=1324735337&updated=Building

Guest t0mm13b
Posted

As tis the season to be jolly and cheerful, lets hope I get a better crack on this ROM over the season ;)

Merry Christmas to everyone :)

Guest LiverpoolsNo9
Posted

As tis the season to be jolly and cheerful, lets hope I get a better crack on this ROM over the season ;)

Merry Christmas to everyone :)

Merry Christmas mate, thanks for all!

Guest android@sam
Posted

first,the devs were telling not to post the noob posts and let do their work.And now no noob posting is there what the f**k they r doing?

Guest Racerboy
Posted

@android@sam

considering this thread is for devs ONLY and is being done by people who are giving their spare time and knowledge for free whenever possible i would be abit more respectful and patient like everybody else, if you can do a quicker and better job then pls feel free to do so otherwise keep the silly posts off here thx, as progress/updates are made the devs on here will post to keep us all updated with whats going on...........

Posted

@android@sam

considering this thread is for devs ONLY and is being done by people who are giving their spare time and knowledge for free whenever possible i would be abit more respectful and patient like everybody else, if you can do a quicker and better job then pls feel free to do so otherwise keep the silly posts off here thx, as progress/updates are made the devs on here will post to keep us all updated with whats going on...........

+1

Guest Davidoff59
Posted

Hey KonstaT, I was looking thru those changes below, I noticed variations on spelling. I'm not sure if its meant to be like that but may be worth a look.

up near the top and on down from there, there are

transaction and transation spelling.

Try with these changes. I built one with 4.0.3 yesterday and those are the errors I came across. It seems that hw acceleration is more broken with 4.0.3, because it's much slower than before. It probably just needs to rebase the hw acc hack with 4.0.3 code.

Guest t0mm13b
Posted

While everyone were getting their faces stuffed with all the usual trimmings of Christmas I thought I might as well indulge in a spot of recompile! :D

So here's the latest ROM with autorotation somewhat fixed. Bear in mind, the Screenshot functionality (Power + Vol-) is broken, something happened there when the source went from 4.0.1 to 4.0.3.

Audio is still not routing properly and broken, incall is working still. Graphics are running like treacle, switch off the animations in Settings > Developer Options, both Window animation scale and Transition Animation scale.

3G Data works fine. Oh and yes, it's already has Superuser in there so you need not worry. GPS is compiled in, As usual, do not use this as everyday usage for now. :)

Stay safe and enjoy ;)

Guest csholmq
Posted (edited)

I tried setting USE_OPENGL_RENDERER := true in BoardConfig.mk to see how it would affect the performance. But it didn't yield any miracle results. However, I got a pastie that I found interesting.


D/OpenGLRenderer(  376): GL error from OpenGLRenderer: 0x505

E/OpenGLRenderer(  376):   OpenGLRenderer is out of memory!

E/SurfaceTexture(   95): [com.android.settings/com.android.settings.SubSettings] dequeueBuffer: can't dequeue multiple buffers without setting the buffer count

E/Adreno200-EGL(  376): egliSwapWindowSurface: unable to dequeue native buffer

W/HardwareRenderer(  376): EGL error: EGL_BAD_ALLOC

E/SurfaceTexture(   95): [com.android.settings/com.android.settings.SubSettings] dequeueBuffer: can't dequeue multiple buffers without setting the buffer count

E/Adreno200-EGL(  376): eglLockWindowSurface: unable to dequeue native buffer

E/SurfaceTexture(   95): [com.android.settings/com.android.settings.SubSettings] queueBuffer: slot 0 is not owned by the client (state=2)

E/SurfaceTextureClient(  376): queueBuffer: error queuing buffer to SurfaceTexture, -22

W/HardwareRenderer(  376): Mountain View, we've had a problem here. Switching back to software rendering.

Edited by csholmq
Guest hecatae
Posted

what compile times are others getting for building this your self?

Guest t0mm13b
Posted

1 hour and 50 mins in X/Gnome :D or on the console, 1 hour and 30 mins.... :D

Guest KonstaT
Posted

1 hour and 50 mins in X/Gnome :D or on the console, 1 hour and 30 mins.... :D

Haha, you've got yourself a new workhorse. No more 31 hours. :P

It takes about 1h20mins on my core i5 laptop.

Guest Amphoras
Posted

Takes about 4-8 hours for a clean build on my laptop, but that's on a virtual machine only using one core.

Guest t0mm13b
Posted

Happy New Year to all and many thanks for your support in this :)

Stay safe, have phun and practice safe hex :P

Guest KonstaT
Posted

Guys, I've found that TomG's 2.6.35.7 kernel source now has an ICS branch. I've tried to build it with no success. Maybe some building tools are missing on my computer. Anyway, I wanted to tell you just in case this was useful in any way.

https://github.com/TomGiordano/kernel_zte_blade/tree/ics

Yeah, the ICS branch has been there a while, but haven't noticed that there were new commits.

This has working multi-touch, so Tom G is doing excellent work as always!

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