Forums - Adreno SDK For Linux

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Adreno SDK For Linux
Join Date: 1 Dec 11
Posts: 2
Posted: Sat, 2011-12-24 23:13


I might be completeley oblivious. Is it possible to install the Adreno SDK on Ubuntu?

The downloadable installer is only for Windows, so I can run it in Wine, but I'm curious if a Linux version exists.

Thank you,


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Dave_Astle Moderator
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Join Date: 15 Mar 10
Location: San Diego, CA
Posts: 29
Posted: Tue, 2012-01-31 14:00

At present, the Adreno SDK is only supported on Windows

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Join Date: 31 Jan 12
Posts: 11
Posted: Tue, 2012-04-10 02:30

Hi :-),


Worked for me with some modifications/adds, on ubuntu x64 11.10 (android sdk + eclipse ADT + ndk, for android 2.3.3 target)

The modifications (not exhaustive):

- Change the name for somes includes files: sensitiv case problems, for examples:


#include <GLES2/GL2.h> -> #include <GLES2/gl2.h>
#include "FrmStdLib.h" -> #include "FrmStdlib.h"


It's long and boring but not difficult ;-)

- For each samples, create/modify the InstallMedia.bat to like this (for Bloom sample):


echo ------------------------------------------------------------------------------
echo This will copy the required data into the assets directory for sample to run.
echo ------------------------------------------------------------------------------
read -p "Press [Enter] key to start copy..."
cp -r "../../../bin/OpenGL ES/Bloom/Media" assets/Media
echo DONE
read -p ""

and ... euuhhh .. that's all i think (don't remember all modifications ... sorry).

Hope that's will help you,

YoYo (on XPeria Play).


ps: Sorry for my english ... :-/

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Join Date: 31 Jan 12
Posts: 11
Posted: Tue, 2012-04-10 02:45

I'm forgot the biggest modification :p

It's in jni folder (for each samples).

You need to modify the jni/ file project like this (for example, shadow map sample):

# Copyright (C) 2010 The Android Open Source Project
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# See the License for the specific language governing permissions and
# limitations under the License.
LOCAL_PATH			:= $(call my-dir)
SRC_PATH			:= ../..

#MOG: il semblerait qu'il y ait un .. de trop
FRM_INC_PATH		:= ../../../Framework
FRM_SRC_PATH		:= ../../../../Framework
FRM_OPENGL_PATH		:= ../../../../Framework/OpenGLES
FRM_ANDROID_INC_PATH	:= ../../../Framework/Android
FRM_ANDROID_SRC_PATH	:= ../../../../Framework/Android

include $(CLEAR_VARS)

LOCAL_MODULE    := ShadowMap

LOCAL_SRC_FILES := $(SRC_PATH)/Scene.cpp \
				   $(FRM_OPENGL_PATH)/FrmFontGLES.cpp \
				   $(FRM_OPENGL_PATH)/FrmMesh.cpp \
				   $(FRM_OPENGL_PATH)/FrmPackedResourceGLES.cpp \
				   $(FRM_OPENGL_PATH)/FrmResourceGLES.cpp \
				   $(FRM_OPENGL_PATH)/FrmShader.cpp \
				   $(FRM_OPENGL_PATH)/FrmUserInterfaceGLES.cpp \
				   $(FRM_OPENGL_PATH)/FrmUtilsGLES.cpp \
				   $(FRM_SRC_PATH)/FrmApplication.cpp \
				   $(FRM_SRC_PATH)/FrmFont.cpp \
				   $(FRM_SRC_PATH)/FrmInput.cpp \
				   $(FRM_SRC_PATH)/FrmPackedResource.cpp \
				   $(FRM_SRC_PATH)/FrmUserInterface.cpp \
				   $(FRM_SRC_PATH)/FrmUtils.cpp \
				   $(FRM_ANDROID_SRC_PATH)/FrmApplication_Platform.cpp \
				   $(FRM_ANDROID_SRC_PATH)/FrmFile_Platform.cpp \
				   $(FRM_ANDROID_SRC_PATH)/FrmStdlib_Platform.cpp \
				   $(FRM_ANDROID_SRC_PATH)/FrmUtils_Platform.cpp \

					   $(FRM_INC_PATH)	\
					   $(FRM_OPENGL_PATH) \
LOCAL_LDLIBS    := -llog -landroid -lEGL -lGLESv2

LOCAL_STATIC_LIBRARIES := android_native_app_glue


$(call import-module,android/native_app_glue)

We need to seperate the SOURCES and INCLUDES folders paths (don't know how this things can work on cygwin ... strange :p).



I think that's all (this time ;-)).



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