| A build script for Linux has been added which simplifies the process of |
| creating an APK. |
| |
| Any recent toolchain (released in 2018 or later) should work. The steps |
| using build-tools have been hard coded to 26.0.1, but could be made |
| configurable, or update the script to point to installed version. |
| |
| Tested with NDK r18b. |
| |
| $ sudo apt-get install openjdk-8-jdk |
| $ export ANDROID_SDK=/path/to/Android/Sdk |
| $ export ANDROID_NDK=/path/to/Android/Sdk/ndk-bundle |
| $ export JAVA_HOME=/usr/lib/jvm/java-8-openjdk-amd64 |
| $ cd android |
| $ ./build.sh |
| $ adb install glmark2.apk |
| |
| Building using the SDK and NDK |
| ------------------------------ |
| |
| Note: These build steps require older SDK and NDK. Later revisions have |
| removed the android and ant scripts. |
| |
| To build and install glmark2 you need the Android SDK and NDK. The 'android', |
| 'adb' and 'ndk-build' tools used below are included there. |
| |
| To build glmark2 for Android we start by building the native part: |
| |
| $ cd android |
| $ ndk-build |
| |
| To continue building the package from the command line: |
| |
| $ android update project -p . -s -t <target> (where target, e.g., android-10) |
| $ ant debug {or release} |
| |
| To install to a device, you need to have set up an ADB connection |
| to the device. Then do: |
| |
| $ adb install bin/Glmark2-debug.apk |
| |
| Alternatively you can load the project (in the android/ directory) in Eclipse |
| using the ADT plugin and manage the build and install process from there. Keep |
| in mind that when updating the native build (ndk-build etc) you need to refresh |
| the Eclipse project, otherwise it won't notice that something has changed. |
| |
| Building using the Android build system |
| --------------------------------------- |
| |
| Copy the glmark2 source tree to somewhere the Android build system can access |
| it (eg external/glmark2) and build the GLMark2 module: |
| |
| $ make GLMark2 |