[Android 2.1+][03.10.2011][v3.2] Chainfire3D [ROOT][OpenGL ES 2.0+]

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maikonbona

Member
Oct 11, 2010
39
1
I know that the application is for phones with 1ghz processor, but I saw that some users used the x10 mini and it worked, so I went to test the Samsung Galaxy 5 and the unit goes into infinite loop on startup after installing the drivers.

Anyone had similar problem and knows how to solve it have?

;)
 

tolis626

Senior Member
Dec 31, 2009
2,518
598
Amaliada
I know that the application is for phones with 1ghz processor, but I saw that some users used the x10 mini and it worked, so I went to test the Samsung Galaxy 5 and the unit goes into infinite loop on startup after installing the drivers.

Anyone had similar problem and knows how to solve it have?

;)
Well,the x10 mini uses the Adreno 200,which is the same GPU as the Desire and Evo 4G,which are 1GHz phones.Dunno what GPU the Galaxy 5 uses though.I have to say,the performance of the Adreno 200 on the x10 mini's 320x240 matches that of my Desire HD's with the Adreno 205 and 800x480 screen.OT but anyway! :p

Sent from my GT-I9100 using XDA Premium App
 

sacredabyss

Senior Member
Aug 7, 2010
240
13
Brisbane
Having issue while installing chainfire3d drivers: not enough space, while its fresh installed android AmericanAndroid CM 7.1 any solution for this?

Sent from my HTC HD2 using XDA Premium App

I had exactly the same problem, I use the same build as well. it just keep saying error, not enough space. But I have 464mb free space in my data.img. Any fix for this?

Thanks in advance.
 

nightranger73

Senior Member
Oct 20, 2010
979
263
50
Reggio Emilia
OPPO Find X3 Neo
I had exactly the same problem, I use the same build as well. it just keep saying error, not enough space. But I have 464mb free space in my data.img. Any fix for this?

Thanks in advance.

The drivers are installed in system partition (or factoryfs) not on data

Sent from my Galaxy SII

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nightranger73

Senior Member
Oct 20, 2010
979
263
50
Reggio Emilia
OPPO Find X3 Neo
I run the build from SD card, my internal memory is actually the data.img, is the system partition then part of the data.img?

Oh well then... I don't think it will work.

There has been someone with the same problem. Look at old posts and search for your error msg.
They've tried to push the libs to /system by hand but I don't think they've had success.

I think the installer look for the mountpoint for /system and it can't find it.
Have you tried the installation through recovery?

Sent from my Galaxy SII

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Last edited:

kyrillos13

Inactive Recognized Developer
Sep 26, 2010
4,279
5,152
Athens
@Chainfire, Awesome work :) I will donate to you. I never imagined that i will be able to play 3d games on Samsung Galaxy 3!!
 

drakal

Senior Member
Sep 3, 2009
259
16
Great work!

But i have a problem, xhen i want to install on my hd2, i have this message :

ERROR

not enough space available on /system ! Need 715766 more bytes !

Maybe remove some bloatware, rightones, ect ?



but the solution propose by the installer doesn't work...
Apparently the system.ext2 is to small...

how to fix this plz?
I have MDJ Froyo HD
Sry for my english, i'm french.
 
Last edited:

Kippui

Senior Member
Jan 1, 2011
595
37
Does this work on the xoom 3.1? I would like to play snapdragon games on my xoom badly. (yes I searched the thread already)
 

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    INSTALL ON HC/ICS/JB AT YOUR OWN PERIL ! - ITS NOT SUPPOSED TO WORK ON THOSE

    SGS2 USERS: Upgrading to KG1 (2.3.4) or newer ROM will fix additional graphics glitches, if you are running an older SGS2 ROM.

    About
    Chainfire3D is an intermediary OpenGL driver. What does that mean? It means that Chainfire3D sits between your apps and the graphics drivers, and can intercept and/or change commands between the two. It has some built-in functions, and can be further extended with plugins to provide extra functionality.

    Features
    - CF3D OpenGL driver

    - NightMode (inspired by Jeff Sharkey, more info here)
    --- Handy shortcut to toggle on/off
    --- Supports red, green, blue, amber, salmon and custom (pro only) modes

    - Global OpenGL manipulation
    --- Reduce texture size
    --- Reduce texture quality
    --- Unroll textures
    --- BGRA emulation
    --- Load plugins
    --- Replace shaders
    --- (Pro) Disable Chainfire3D detection
    --- (Pro) Dump all shaders
    --- (Pro) Force depth buffer size (EGL)
    --- (Pro) Force MSAA (MultiSample Anti-Aliasing) (EGL)

    - (Pro) OpenGL manipulation on a per-app bases
    - (Pro) Fix market settings
    - (Pro) Manage installed plugins and shaders
    - (Pro) Backup and restore settings, plugins and shaders

    A bit more detail about some features

    NightMode
    NightMode reduces the number of colors on your screen, which on OLED screens saves a lot of battery. The various modes (especially red) are also great in low-light conditions, as they have less effect on your night-vision than a full-color screen

    Generic note about textures
    The features below are only used if a texture format is supported. Natively Chainfire3D only supports raw textures, but these can be extended through plugins.

    Reduce texture size
    This essentially cuts (supported) textures' resolution in half, which usually reduces memory use (4x) and improves performance, at the cost of slightly reducing texture quality. This is not compatible with all apps! For many 3D apps, this works, as the GPU stretches the graphics, but it does not work for many 2D apps.

    Reduce texture quality
    This converts 32-bit textures to 16-bit textures, reducing memory use (2x). This will lower texture quality, but for many games the difference isn't even visible. Whether this is actually faster or slower depends on your hardware.

    Unroll textures
    Converts non-32-bit textures to 32-bit. This should not influence texture quality, but it does use more memory. On some hardware this is faster than using 16-bit textures.

    Disable BGRA emulation
    Some GPU's do not support BGRA - in this case, Chainfire3D emulates BGRA support. Developers may not expect this (i.e., hardcode features for a specific GPU) and it may cause issues. If red and blue appear swapped in-app or in-game, enable this feature, and see if it helps.

    Disable Chainfire3D detection
    For compatibility reasons, Chainfire3D announces to applications that it is being used. Using this feature you can turn that off.

    Depth buffer (per-app only)
    Some apps expect a certain depth buffer size. Without setting this, they may not run (at all). This feature should only be used if an app specifically requires it - there is a good chance apps will NOT run if you change this setting the wrong way.

    MSAA (MultiSample Anti-Aliasing) (per-app only)
    Enabling MSAA drastically improves image quality at the cost of performance. Lines/edges become much smoother. Available options are automatic (the app decides), 4x, and 16x. Most apps don't enable MSAA themselves at all. The ARM Mali 400 MP (used in the SGS2) can even do 4xMSAA at no performance cost. Note that if your GPU does not support the level of MSAA requested, the app will likely not start at all.

    Fix market settings
    Plugins may add support for various features not normally supported by your hardware. Market, however, only reports the functionality your hardware provides. Using this feature, Chainfire3D will adjust Market so it also shows apps that require the features provided by the plugins. This is not useful without the plugins :)

    Backup and restore settings
    Backup and restore all app settings, plugins, shaders, etc to/from your SD card

    Plugins / API
    At the moment, the Plugin API is rather limited, but it does allow for some rather interesting plugins like Tegra2 / PowerVR / ATI texture emulation (see the API docs a post below). The idea is to further improve Chainfire3D so Plugins can manipulate the entire OpenGL data stream.

    Shaders
    From version v1.9, you can replace app's shaders with your own modified versions. See a few posts down for further details.

    Pro version
    As outlined above, the Pro version adds a little bit of functionality. Purchasing it will support my efforts.

    Pro version - warez
    Chainfire3D Pro is available from some warez sites, if you feel like ripping me off :) However I should warn you that none of those versions actually work as the real Pro version does.

    Requirements
    - OpenGL ES 2.0 (every 1ghz+ phone has this)
    - SuperUser / Root
    - Writable /system (it will try to remount system as read/write when needed, but the changes need to stick between reboots)
    - S-OFF ?
    - Having root access from recovery is a big plus to solve problems if you run into them (run "/system/lib/cf3d_uninstall.sh" as root to remove the driver and restore the old one)

    CF3D driver installation
    There is some risk involved, so you should have either root access in recovery, a CWM backup, or a firmware to flash handy. Nevertheless, the driver has been tested and found working on the following devices:

    - HTC HD2
    - Samsung Galaxy S
    - Samsung Galaxy Tab 7"
    - Samsung Galaxy S II
    - Samsung Epic 4G
    - Motorola Atrix 4G
    - Motorola Droid 2
    - LG Optimus 2X
    - Google Nexus S

    It's likely to work on far more devices. So far nobody has reported a failed install, so that's good. Doesn't mean problems can't happen.

    Download

    Market link (mobile): market://details?id=eu.chainfire.cf3d

    Market link (desktop): https://market.android.com/details?id=eu.chainfire.cf3d

    attachment.php


    Note: If you were running the "CF3D :: NightMode" application earlier, you should uninstall it before installing this.
    152
    OpenGL Configuration Guide

    So how does one configure Chainfire3D the best way possible ? It is easy if you know what you are doing. By default, you want to enable as little as possible.

    Basics
    As stated, you want to enable as little as possible to make apps work the way you want, as the more you enable, the more CPU Chainfire3D will use to do the work.

    IMPORTANT #1: Simply enabling all the options is counterproductive, unless you know you need them all.

    IMPORTANT #2: Enabling both "Reduce texture quality" and "Unroll textures" is quite a silly thing to do. Read their descriptions, and think about it for a minute :)

    Both options are available because performance-wise, on some hardware one is better, while on other hardware the other is better.

    IMPORTANT #3: "Reduce texture size" is NOT compatible with a LOT of apps. If you are seeing weird things, this setting is likely the problem.

    (1) When starting out, you simply shouldn't enable anything. When running an app, and it doesn't work as expected, first go into the configuration and see if there is a plugin (only) you can use to make it work better.

    (2) If there is no plugin or you are not satisfied with it, try the "Reduce texture quality" option to see if it improves performance. This is the most "compatible" option to use. Though texture memory use is cut in half, often you don't see a big difference (or any difference at all even) in the end-result being displayed on screen.

    (3) Alternatively, try the "Unroll textures" option. Be sure to UNcheck the "Reduce texture quality" option when using this.

    (4) As last resort, use the "Reduce texture size" option. While this option greatly reduces memory usage and can have an awesome speed improvement as result, it is NOT compatible with a LOT of apps.

    (5) If performance is adequate, try enabling the MSAA feature to improve visual quality.

    Specifics - Free version
    In the free version, you can only configure the "default" settings, so you'll likely be in the Chainfire3D configuration tool a lot. I strongly advise that when you are NOT using Chainfire3D for something specific, you disable all the options. This is better for system performance.

    Specifics - Pro version
    In the pro version, I strongly advise disabling ALL the options under "default" settings, and ONLY use "per-app" configuration. This will greatly reduce the chance of conflicting settings between different apps, which does actually happen a lot ! It is also the best possible configuration you can have performance-wise.
    93
    Plugins / API

    Currently available plugins

    There are currently no plugins available from my hand, but it appears somebody has compiled and released libGLEMU_NVIDIA, libGLEMU_QUALCOMM, and libGLEMU_POWERVR plugins. You may find them if you search for them :)

    WARNING: I did not write, compile, or release these plugins, and thus I cannot vouch for their quality, or that they don't do anything evil to your device. You should also be aware that they may not be legal to use in your area.

    Plugin installation
    Plugins are .so files called libGLEMU_xxxxx.so . They should be wrapped in a libGLEMU_xxxxx.zip file. Simply put this zip file on your /sdcard, and use the "Install Plugin" option in Chainfire3D.

    API
    Attached is a zip file containing some information "by example" on how to build plugins. Read the README.TXT file!
    55
    Shaders

    About
    This might sound like voodoo to some of you, don't worry. Modern OpenGL bases apps and games run programs on the GPU (graphics card) to render the image on screen. These can be quite complicated, and they are not always compatible between different GPUs. Chainfire3D allows you to replace apps' built-in shaders with modified ones. This can potentially fix a number of issues with various apps.

    Currently available shaders (ordered by release date)

    SGS2 - Riptide GP - Modification by Chainfire. Disables Cube Mapping, makes the game playable

    Desire HD - Riptide GP - Modification by scukoemo. Fixes rider lighting issues.

    SGS2 - Backbreaker THD - Modification by Chainfire. Fixes error messages, does not fix actual display corruption

    Desire HD - Riptide GP v1.1 - Modification by Pr0tEct0.

    SGS2 - Riptide GP v1.1 - Modification by crypticc

    Shader installation
    Shaders are .shader files called xxxxx_xxxxx.shader . They should be wrapped in a shaders_xxxxx.zip file. Simply put this zip file on your /sdcard, and use the "Install Shader" option in Chainfire3D. Be sure to force kill the app you are installing shaders for - that app needs to be restarted for the shaders to be applied. TIP: Going into the per-app settings for an app and changing any setting (and back) will kill the target app.
    51
    Shaders - How to modify them (ADVANCED TECH USERS)

    This post assumes you know a little bit about OpenGL and shaders. Not a lot, mind you, the shaders I modified I did with no prior knowledge of shaders.

    Getting the original shaders
    Chainfire3D will automatically detect shaders that do not properly compile, and dump that shader to "/data/data/eu.chainfire.cf3d/files/shaders/processname_crc32.error_dump" and "...error_log". This will generate quite a bit of output in logcat, so you know it happens. In (for example) DDMS, filter on "Chainfire3D" to see only these messages.

    The error_log file contains the error message from the GPU, while the error_dump contains the shader source code. (Note that there may be too many newlines).

    If the shaders do compile, but they do not actually work (or link - watch logcat to see this happen), the shaders will NOT be automatically dumped. You have to dump them manually. You can do this by going into Chainfire3D per-app OpenGL configuration and enable the "Dump all shaders" option. Chainfire3D will now dump every shader the target app attempts to compile. The file name is the same, but it's extension is ".dump" instead of ".error_dump".

    Modifying the shaders
    You can simply ADB pull the files out of the "/data/data/eu.chainfire.cf3d/files/shaders/" directory. Handy tip: if you do not specify a filename, ADB will pull the entire directory.

    Now you can simply modify the shader files with a text editor. You may have to convert the files from unix-newline format to windows-newline format. Warning: See the limitations section, you also need to convert the files BACK to unix-newline format!

    Testing the shaders
    Obviously, you will need to kill the target app first, then you can push the shaders back to the device at the same location. IMPORTANT: replacement shaders need to have the ".shader" extension, instead of ".dump" or ".error_dump". Keep the rest of the filename exactly the same. If you do this correctly, Chainfire3D will replace the apps' shader with the one you just put on the device.

    To let Chainfire3D be able to use the shader, note that you must also chmod 666 the file on the device.

    Packaging the shaders
    So you fixed issues with an app for a certain GPU by modifying a number of shaders. It'd be a shame if you kept it for yourself. Packaging them up is simple: just throw the ".shader" files in a ZIP file, and name the ZIP file as follows:

    "shaders_device_targetapp_version.zip"

    For example, the SGS2 shader fix for Riptide GP would be something like: "shaders_sgs2_riptide_gp_v1.zip"

    Releasing the shaders
    Simply post a new post in this thread, attach the shaders (or put them on a file hosting site and link them), and put the details about this shader in that post. Then PM me that you released said shaders (with a link to the post) and I can add them to the list.

    Limitations
    Please note the following shader limitations:

    - Dumps are at most 64 KB. If the shader is larger, it will only be a partial dump
    - Shader replacements must be < 64 KB
    - Shader replacements must use unix-newlines
    - Shader replacements must have < 16384 lines
    - Each line in a shader replacement must be < 1024 characters