18 Jun 2026

feedTalkAndroid

This overlooked Angelina Jolie thriller just landed on Netflix—is it the hidden gem everyone missed?

Does every book deserve a movie adaptation? Judging by the number of book-inspired films and series streaming on…

18 Jun 2026 3:30pm GMT

The most gripping Harlan Coben thriller yet lands on Netflix—will it become the year’s must-watch series?

Not sure what to watch next on Netflix? No worries-just in time for your next marathon, the streaming…

18 Jun 2026 3:00pm GMT

World Fighters Codes

Unlock the newest World Fighters Codes and discover how to redeem free rewards, boosts, currency, and other useful items.

18 Jun 2026 6:49am GMT

17 Jun 2026

feedAndroid Developers Blog

Building a Mixed-Reality Tour Guide with Android XR, the Geospatial API, and Gemini

Posted by Coco Fatus, UX Designer, Alon Hetzroni, UX Engineer, Azin Mehrnoosh, Product Manager Android XR




At this year's Google I/O, we announced an update for spatial experiences: the Geospatial API is now available as a preview in ARCore for Jetpack XR. By bringing Google's Visual Positioning System (VPS) to Android XR, Android XR enables anchoring digital content to the physical world with sub-meter accuracy and precise orientation in supported areas.* To explore what the Geospatial API could unlock, our team built a demo: the XR Geospatial Tour.

Imagine walking into a new city, putting on a pair of wired XR glasses (like the upcoming XREAL Project Aura), and instantly having a knowledgeable, local guide showing you around. You don't need to stare down at a 2D map-instead, 3D models gently guide your path, and an intelligent voice tells you about the historical landmarks right in front of you. We combined the Geospatial APIs, Gemini API using Firebase AI Logic, Google Maps Grounding, and Jetpack XR SDK to create a hands-free, immersive walking tour experience.

*Disclaimer: Video and Tour Guide application are for demonstration purposes only. Some sequences have been shortened. Any hardware depicted may be under development; final product details may differ.

Let's walk through the implementation details and show how we tied these APIs together to build a world-scale spatial experience.

1. Pinpointing the User with ARCore Geospatial API (VPS)

Enhance your navigation experience on XR by combining the power of GPS with the precision of VPS. The accuracy and precise orientation that comes with VPS allows 3D waypoints to align with the physical world.

This is why the Geospatial API on Android XR can help you build custom experiences. By using advanced computer vision, VPS tries to provide a GeospatialPose (including latitude, longitude, and heading) that is more accurate than GPS.

Here's how we retrieve the user's Geospatial pose by mapping the device's orientation to a Geospatial coordinate:

// Retrieve the current geospatial pose from the ARCore session
val result = geospatial.createGeospatialPoseFromPose(arDevice.state.value.devicePose)
if (result is CreateGeospatialPoseFromPoseSuccess) {
val pose = result.pose
Log.d("VPS", "Accurate Location: ${pose.latitude}, ${pose.longitude}")
}

Because the entire experience relies on this accuracy, we monitor the horizontalAccuracy and orientationYawAccuracy until they meet our thresholds. If the user is indoors or in an unrecognized area, we prompt them to "walk to an outdoor public space and look around".

2. Crafting the Itinerary with Gemini API & Google Maps Grounding

Once we have a location, we use the Gemini API using Firebase AI Logic to prompt the Gemini model to act as a local tour guide. We pass the user's coordinates to the model and ask it to output a structured JSON response containing nearby walking tours:

val configForTools = ToolConfig(
functionCallingConfig = null,
retrievalConfig = retrievalConfig {
latLng = FirebaseLatLng(pose.latitude, pose.longitude)
languageCode = "en"
}
)
val responseJsonSchema = Schema.obj(
mapOf(
"locationIntro" to Schema.string(),
"tours" to Schema.array(
Schema.obj(
mapOf(
"title" to Schema.string(),
"description" to Schema.string(),
"stops" to Schema.array(
Schema.obj(
mapOf(
"name" to Schema.string(),
"detailedName" to Schema.string(),
"description" to Schema.string()
)
)
)
)
)
)
)
)
val model = Firebase.ai(backend = GenerativeBackend.googleAI()).generativeModel(
modelName = "gemini-3.5-flash",
tools = listOf(Tool.googleMaps()),
generationConfig = generationConfig {
responseMimeType = "application/json"
responseSchema = responseJsonSchema
}
)
val result = model.generateContent("The user is at latitude ${pose.latitude} and longitude ${pose.longitude}. Generate exactly 3 diverse tours near this location (e.g., historical, food, nature). All tour ideas should be walking distance only.")

Large Language Models are great at generating rich descriptions, but they can sometimes hallucinate exact latitude/longitude coordinates. To solve this, we used Google Maps Grounding to ground the AI.

3. A Voice to Guide You: Gemini 2.5 TTS

To make the tour guide feel truly present, we implemented dynamic voiceovers.

Using the gemini-2.5-flash-tts model, we can configure our model generation config to natively return audio data instead of just text! Here's how you can request the ResponseModality.AUDIO:

val ttsModel = Firebase.ai(backend = GenerativeBackend.googleAI())
.generativeModel(
modelName = "gemini-2.5-flash-tts",
generationConfig = generationConfig {
// Instruct the model to return Audio
responseModalities = listOf(ResponseModality.AUDIO)
}
)
val response = ttsModel.generateContent("Say in a neutral but positive voice:\n$prompt")
// Extract the raw audio bytes from the response
val audioBytes = response.candidates.firstOrNull()?.content?.parts
?.filterIsInstance<InlineDataPart>()
?.firstOrNull { it.mimeType.contains("audio") }?.inlineData

4. Bringing it to Life in 3D with Jetpack XR

The final piece of the puzzle is rendering this data in the user's field of view. The Jetpack XR SDK makes it intuitive to transition from a 2D Android UI to spatial computing.

We used Jetpack Compose for XR to build spatial components. To represent points of interest along the tour, we built a Composable called InfoSphere, which contains a GltfModel of a 3D orb that floats in space and can be interacted with to reveal information.

Using Jetpack XR SDK, we can place 3D models alongside the Compose UI using SpatialBox and SceneCoreEntity. We also used InteractableComponent to respond to user taps.

@Composable
fun InfoSphere(
content: InfoBubbleContent,
session: Session,
sphereModel: GltfModel,
isSelected: Boolean,
onClick: () -> Unit
) {
// SpatialBox lets us arrange 3D components and SpatialPanels together
SpatialBox(
SubspaceModifier
.offset(x = 2.dp, y = 1.dp, z = (-3).dp) // Positioned in 3D space
) {
// Smoothly animate the visibility of our 2D Compose UI Panel
AnimatedSpatialVisibility(visible = isSelected) {
SpatialPanel {
InfoBubble(content) // Regular 2D Compose UI
}
}
// Render our interactive 3D sphere
SceneCoreEntity(
factory = {
GltfModelEntity.create(session, sphereModel).also { entity ->
// Make the 3D model respond to user taps
entity.addComponent(InteractableComponent.create(session) { inputEvent ->
if (inputEvent.action == InputEvent.Action.UP) {
onClick()
}
})
}
}
)
}
}

By combining AnimatedSpatialVisibility for traditional Compose UI surfaces with SceneCoreEntity 3D elements, we're able to seamlessly blend data into the physical world.

Explore what's possible with Android XR today

Building the XR Geospatial Tour app showed us that the barrier to entry for world-scale spatial experiences is lower than ever for Android developers. With the Geospatial API now available in preview on Android XR, your apps can seamlessly understand the physical world around them. By combining Compose for XR's APIs with the high-precision location data of VPS and the generative capabilities of Gemini, we can create experiences that understand both where the user is and what they are looking at.

To help you get hands-on with Android XR, we are thrilled to open applications for the Android XR Developer Catalyst Program, which includes XREAL Project Aura. Starting today, you can apply to get access to an XREAL Project Aura devkit or our display glasses devkit over the coming months!

*Disclaimer: Available on select devices. Internet connection required. Works on compatible apps and surfaces. Results may vary.


17 Jun 2026 5:00pm GMT

16 Jun 2026

feedAndroid Developers Blog

Android 17 is here

Posted by Matthew McCullough, VP of Product Management, Android Developer



Today we're releasing Android 17 and making it available on most supported Pixel devices. Look for new devices running Android 17 in the coming months.

Android 17 marks the start of our transition to an intelligence system, putting your apps at the center. It's shifting to an adaptive-first development standard by introducing mandatory large-screen resizability, all while delivering next-generation privacy, security, media, camera, and performance. We'll cover all that in this post, as well as how we're bringing together next generation tools, libraries, and agent skills to help your apps embrace the opportunity.

Throughout the past year, from our Canary channel to our Beta releases, we've collaborated with you in the developer community to build a platform you and your users can trust. To that end, this moment marks the availability of the source code at the Android Open Source Project (AOSP). This allows you to examine the source code for a deeper understanding of how Android works.

Let's dive deeper into Android 17.

An intelligence system

With deep integration between hardware, software and AI, we're transforming Android from an operating system to an intelligence system. It's about delivering new helpful experiences that anticipate user needs, and it brings more opportunities for engagement with your apps. To that end, Android 17 expands the capabilities of AppFunctions, a platform API with a corresponding Jetpack library. It allows you to contribute your app's unique capabilities as orchestratable "tools" for Android MCP, the on-device equivalent of the Model Context Protocol. AI agents and assistants (like Google Gemini) can discover and execute AppFunctions to perform workflows on behalf of the user with direct access to the app's local state.

The Jetpack library, currently in alpha, makes adding AppFunctions as easy as annotating a class and adding KDoc comments.

/**
 * A note app's [AppFunction]s.
 */
class NoteFunctions(
    private val noteRepository: NoteRepository
) {
    /**
     * Adds a new note to the app.
     *
     * @param appFunctionContext The execution context.
     * @param title The title of the note.
     * @param content The note's content.
     */
    @AppFunction(isDescribedByKDoc = true)
    suspend fun createNote(
        appFunctionContext: AppFunctionContext,
        title: String,
        content: String
    ): Note {
        return noteRepository.createNote(title, content)
    }
}

We've also launched an AppFunctions agent skill that analyzes your app's key workflows, automatically generates the required Kotlin code, optimizes your KDocs for LLM tool-calling, and provides ADB commands for testing and debugging.

The Gemini integration is currently in a private preview with trusted testers, but you can begin preparing your apps now. In addition to ADB commands to execute your AppFunctions, we've provided a test agent app that includes an interface to discover and execute your app functions and simulate an AI agent integration. Join our integration early access program at goo.gle/eap-af for a chance to be among the first apps to deploy AppFunctions to production.

Adaptive-first

Your users no longer rely on a single form factor; they transition between phones, foldables, tablets, laptops, automotive displays, and immersive XR environments. Now, with over 580 million large screen devices in the hands of users and the forthcoming launch of Googlebooks, the next generation of ChromeOS built on the Android stack, adaptive is no longer just a technical goal. It's a massive opportunity to reach highly engaged users, which is one of the reasons we're shifting to an adaptive-first development standard.

No resizability/orientation restrictions on large screens

To ensure apps deliver a premium experience across all form factors, including mobile devices running in desktop mode on connected displays, Android 17 (API level 37) removes the developer opt-out for orientation and resizability restrictions on large screen devices (sw > 600 dp) for apps targeting API level 37. The system will ignore legacy manifest attributes and runtime APIs, including screenOrientation, setRequestedOrientation(), resizeableActivity=false, and aspect ratio constraints (minAspectRatio/maxAspectRatio). Games (based on app category in Google Play) remain exempt. Your app must be ready to adapt to any window size, respect the user's preferred device posture, and support free-form windowing natively.

Next-gen multitasking: App Bubbles, Bubble Bar, and desktop interactive PiP

Android 17 introduces powerful new windowing capabilities that redefine how users multitask, demanding even greater layout flexibility from your apps:

App Bubbles and Bubble Bar in action

Activity recreation updates

To prevent disruptive state loss and stutter, Android 17 updates the default behavior for Activity recreation. The system will no longer restart activities by default for typical configuration changes that do not require a full UI redraw (including CONFIG_KEYBOARD, CONFIG_KEYBOARD_HIDDEN, CONFIG_NAVIGATION, CONFIG_TOUCHSCREEN, and CONFIG_COLOR_MODE).
Instead, running activities will receive these updates via onConfigurationChanged(), enabling smooth transitions. If your application explicitly relies on a full restart to reload resources for these changes, you must now explicitly opt-in using the new android:recreateOnConfigChanges manifest attribute.

Continue On

Android 17 adds Continue On to help users seamlessly transition a task between Android devices. The user sees a suggestion for the most recently opened app from their mobile device in their tablet taskbar, providing a one-tap affordance to launch the app and deep-link where they left off. Continue on can support app-to-web transitions, including falling back to using the web if the app isn't installed.

Handoff Suggestion on a Tablet


class MyHandoffActivity : Activity() {

    ...

  override fun onCreate(savedInstanceState: Bundle?) {
    super.onCreate(savedInstanceState)
    // Do stuff
    ...
    // Enable handoff
    setHandoffEnabled(true, null)
  }

  // Override and implement onHandoffActivityDataRequested
  override fun onHandoffActivityDataRequested(handoffRequestInfo: HandoffActivityDataRequestInfo) : HandoffActivityData {
    // Create and return handoff data
  }
}

Go adaptive-first with Jetpack Compose

To help you adapt your apps to meet the new Android 17 requirements, we've launched the Jetpack Compose adaptive skill. This AI-powered developer workflow helps you implement the best adaptive practices:

Android is Compose-first

Compose offers the easiest way to build adaptive apps, and that's just one of the many reasons we believe that all Android UI should be built with Compose. To that end, Android development is now Compose-first. All new Android APIs, libraries, tools, and developer guidance will be built exclusively for Jetpack Compose. Legacy View components (in the android.widget package) and View-based Jetpack libraries (like Fragments, RecyclerView, and ViewPager) are now in maintenance mode. They will receive only critical bug fixes, and no new features.

TIP
Ready to migrate? Use our AI-driven XML to Compose Migration Skill to automatically analyze your legacy View layouts and convert them into highly-adaptive Compose code.

Performance & efficiency

App performance means a smooth user interface, fast app start times, and efficient multitasking; Android 17 has impactful improvements in all of these areas.

App memory limits

Memory usage is one of the silent foundations of overall performance. When a foreground app or service grows unchecked, memory management spikes CPU and battery utilization and eventually leads to the termination of other well-behaved cached apps and background jobs, ultimately forcing slower cold starts and impaired multitasking.

Starting in Android 17, the system will enforce strict app memory limits based on a device's total RAM, abruptly terminating offending processes. New things to help you navigate these tighter requirements:





The R8 Configuration Analyzer
val profilingManager = applicationContext
   .getSystemService(ProfilingManager::class.java)

val triggers = ArrayList<ProfilingTrigger>().apply {
  add(ProfilingTrigger.Builder(
    ProfilingTrigger.TRIGGER_TYPE_ANOMALY).build())
}
profilingManager.addProfilingTriggers(triggers)

And, we're working to surface more in-field memory metrics to you within Google Play Console.

Generational garbage collection

Android 17 introduces more frequent, less resource-intensive young-generation collections to ART's Concurrent Mark-Compact garbage collector (GC). By separating short-lived objects from stable, long-lived ones, the system runs frequent, lightweight "young-generation" sweeps rather than expensive full-heap scans, drastically reducing CPU usage, power drain, and UI stutter. Our testing has shown significant improvements in GC interference with application threads and a reduction in the maximum memory resident set size (RSS). ART improvements are also available to over a billion devices running Android 12 (API level 31) and higher through Google Play System updates.

Lock-Free MessageQueue

For apps targeting SDK 37 or higher, the core android.os.MessageQueue now implements a lock-free architecture, significantly reducing missed frames, improving app startup time, and radically improving the performance of busy queues in multithreaded scenarios. Note: This can break apps that use reflection on private MessageQueue fields and methods. The peekWhen and poll APIs have been added to TestLooperManager for instrumentation testing without relying on MessageQueue internals.

Static final fields now truly final

Starting from Android 17, apps targeting SDK 37 or higher won't be able to modify "static final" fields, allowing the runtime to apply performance optimizations more aggressively. An attempt to do so via reflection (or deep reflection) will lead to an IllegalAccessException being thrown. Modifying them via JNI's SetStatic<Type>Field methods family will immediately crash the application.

Custom notification view restrictions

To reduce memory usage we are further restricting the size of custom notification views. This update closes a loophole that allows apps to bypass existing limits using URIs. This behavior is gated by the target SDK version and takes effect for apps targeting API 37 and higher.

Privacy & Security

Maintaining user trust is at the heart of the Android ecosystem. Android 17 introduces robust features that protect sensitive data while simplifying user experiences.

Privacy-preserving choices

Historically, apps required broad, permanent permissions to access information like contacts, precise location and media files. Android 17 continues the shift toward privacy-preserving choices that grant temporary, session-based access only to the data the user explicitly selects:

val eyeDropperLauncher = registerForActivityResult(ActivityResultContracts.StartActivityForResult()) { result ->
   if (result.resultCode == Activity.RESULT_OK) {
       val color = result.data?.getIntExtra(Intent.EXTRA_COLOR, Color.BLACK)
       // Use the picked color in your app
   }
}
fun launchColorPicker() {
   val intent = Intent(Intent.ACTION_OPEN_EYE_DROPPER)
   eyeDropperLauncher.launch(intent)
}










Picking a color from anywhere on the screen with the system EyeDropper

Local network access

Apps targeting Android 17 now either require the ACCESS_LOCAL_NETWORK runtime permission or the use of system-mediated, privacy-preserving device pickers for local network communication, such as talking to smart home devices or casting receivers. Because ACCESS_LOCAL_NETWORK falls under the existing NEARBY_DEVICES permission group, users who have already granted other NEARBY_DEVICES permissions will not be prompted again.

SMS OTP protection

Android 17 expands SMS one-time-password (OTP) protection by delaying access to SMS messages for three hours:

Post-Quantum Cryptography (PQC)

Android 17 is ready for the next generation of cryptographic security:

Safer native dynamic code loading

If your app targets SDK 37 or higher, the Safer Dynamic Code Loading (DCL) protection introduced in Android 14 for DEX and JAR files now extends to native libraries. All native files loaded using System.load must be marked as read-only. Otherwise, the system throws UnsatisfiedLinkError

Smarter password protection for physical inputs

With Android 17, we're making it safer to enter passwords, PINs, and other secrets when using a physical keyboard by no longer showing the last typed character by default.

Users can still easily customize these display settings to match their preferences (availability may vary by device manufacturer).

These enhanced privacy protections are automatically supported byAndroid's built-in SDK components and will be supported in Compose 1.12 for SecureTextFields.


















Smarter password protection for physical inputs

Media and camera features that empower creators and delight users

Android 17 introduces new creator features that give access to pro-quality cameras and media, all while improving the experience for consumers.

Better support for hearing aids

CameraX and Media3

CameraX and Media3 have been updated for Android 17. They are there to do the heavy lifting, smoothing the rough edges of media development and simplifying building reliable camera capture, smooth media playback, and creative and complex editing experiences.

We've released an agent skill that can migrate legacy Android camera implementations (Camera1 or raw Camera2 APIs) to CameraX.

Note: You'll need to update your CameraX version to either 1.5.2 or 1.6.0+ to avoid a crash related to an added dynamic range mode on Android 17 devices.

Get your apps, libraries, tools, and game engines ready!

If you develop an Android SDK, library, tool, or game engine, it's critical to prepare any necessary updates now to prevent your downstream app and game developers from being blocked by compatibility issues and allow them to target the latest SDK features. Please let your downstream developers know if updates are needed to fully support Android 17.

Testing involves installing your production app or a test app making use of your library or engine using Google Play or other means onto a device or emulator running Android 17 Beta 4. Work through all your app's flows and look for functional or UI issues. Each release of Android contains platform changes that improve privacy, security, and overall user experience; review the app impacting behavior changes for apps running on and targeting Android 17 to focus your testing, including the following:

Get started with Android 17

Your Pixel device should get Android 17 shortly if you haven't already been on the Android Beta. If you don't have a Pixel device, you can use the 64-bit system images with the Android Emulator in Android Studio. If you are currently on Android 17 Beta 4.1 and have not yet taken an Android 17 QPR1 beta, you can opt out of the program and you will then be offered the release version of Android 17 over the air.

Getting the Android 17 beta on partner devices

Android 17 is available in beta on handset, tablet, and foldable form factors from partners including Honor, iQOO, Lenovo, OnePlus, OPPO, Realme, Sharp, vivo, and Xiaomi.



For the best development experience with Android 17, we recommend that you use the latest Canary build of Android Studio Quail. Once you're set up, here are some of the things you should do:

Test your current app for compatibility, learn whether your app is affected by changes in Android 17, and install your app onto a device or Android Emulator running Android 17 and extensively test it.

Thank you again to everyone who participated in our Android developer preview and beta program. We're looking forward to seeing how your apps take advantage of the updates in Android 17, and have plans to bring you updates in a fast-paced release cadence going forward.

For complete information on Android 17 please visit the Android 17 developer site.



16 Jun 2026 1:00pm GMT

15 Jun 2026

feedAndroid Developers Blog

What’s New in Android XR: Tooling, Engine Support, and Ecosystem Updates

Posted by Stevan Silva, Group Product Manager, and Vinny DaSilva, Developer Relations Engineer, Android XR



From augmented overlays to fully immersive environments, the Android XR ecosystem is expanding rapidly, with the Samsung Galaxy XR already available today. Alongside the latest updates from Google I/O and this week's Augmented World Expo (AWE), we are rolling out new tooling, broader engine support, and ecosystem resources to help you build and scale experiences for Android XR.

To get a quick look at what's new, check out our video recap!

Ready to dive deeper? Let's jump into the major updates that will streamline your XR development workflow.

Build, Prototype, and Iterate with Developer Preview 4

Developer Preview 4 of the Android XR SDK delivers the APIs and tools you need to design and build right from your laptop. This update includes the specific libraries required to target both immersive and augmented experiences. Check out the video below for a comprehensive breakdown of the latest in Android XR:




To test all of these interactions without needing physical hardware, you can emulate and iterate on your code entirely within Android Studio. Check out our tooling deep dive to see how you can use XR emulator today:

Extending your mobile apps for intelligent eyewear

Building for audio and display glasses doesn't mean starting from scratch. With the Jetpack Projected library, you can take your existing mobile app to create a complementary augmented experience. The new release includes a Device Availability API that hooks into standard Android Lifecycle states, allowing your app to natively adapt its behavior based on whether the glasses are being worn.

To accelerate your development journey, use Android CLI and the display glasses skill to extend your mobile app into an augmented experience. The skill is packed with specialized knowledge of Jetpack Compose Glimmer, enabling it to build your UI using our recommended design patterns.

We've also updated Jetpack Compose Glimmer to optimize text legibility on optical see-through displays and provide touchpad-optimized navigation components.

See how it looks in action: Developers at NAVER Papago are already exploring how to seamlessly bring their mobile experience directly to display glasses.

To learn how to leverage these tools, watch this session on extending mobile apps for AI glasses:

Building global, location-based immersive experiences

For developers focused on immersive experiences, Developer Preview 4 brings modern, Kotlin-first architectural upgrades across our core perception libraries. We have also introduced an early preview of the Geospatial API for wired XR glasses. By combining ARCore for Jetpack XR with Google's Visual Positioning System (VPS), you can anchor digital content to high-precision real-world locations.

Leverage the Platforms You Know with Expanded Engine Support

We want you to build using the ecosystems and workflows you already know best. To make it easier to bring your existing XR experiences over to Android XR, we are thrilled to introduce official support for Unreal Engine and Godot alongside our existing Unity's support for wired XR glasses.

With this expansion, we are introducing the Android XR Engine Hub, a desktop tool for Windows that shortens iteration cycles by bringing real-time testing directly into your engines viewport. Catch the full breakdown of our engine updates here:

Apply Today for the Android XR Developer Catalyst Program

In addition to providing the platform, we want to fuel your innovation directly through ecosystem resources. The Android XR Developer Catalyst Program is designed to support developers with access to pre-release hardware, including display glasses, and wired XR glasses.

Accepted developers will receive resources, support forums, and launch guidance to prepare their apps for Google Play. Applications are open right now, so don't wait to submit your project ideas.

Start Building!

The ecosystem is growing rapidly, and the tools are ready for you to explore. Samsung Galaxy XR is available now, and you can dive in today with Developer Preview 4 of the Android XR SDK. If you don't have hardware yet, check out the tools and to get started with the XR Emulator in Android Studio.

For a complete look at all of our technical sessions, browse the full Android XR Playlist on YouTube to see what else is possible. We can't wait to see what you build!


15 Jun 2026 1:00pm GMT

26 Jan 2026

feedPlanet Maemo

Igalia Multimedia contributions in 2025

Now that 2025 is over, it's time to look back and feel proud of the path we've walked. Last year has been really exciting in terms of contributions to GStreamer and WebKit for the Igalia Multimedia team.

With more than 459 contributions along the year, we've been one of the top contributors to the GStreamer project, in areas like Vulkan Video, GstValidate, VA, GStreamer Editing Services, WebRTC or H.266 support.

Pie chart of Igalia's contributions to different areas of the GStreamer project: other (30%) vulkan (24%) validate (7%) va (6%) ges (4%) webrtc (3%) h266parse (3%) python (3%) dots-viewer (3%) tests (2%) docs (2%) devtools (2%) webrtcbin (1%) tracers (1%) qtdemux (1%) gst (1%) ci (1%) y4menc (1%) videorate (1%) gl (1%) alsa (1%)
Igalia's contributions to the GStreamer project

In Vulkan Video we've worked on the VP9 video decoder, and cooperated with other contributors to push the AV1 decoder as well. There's now an H.264 base class for video encoding that is designed to support general hardware-accelerated processing.

GStreaming Editing Services, the framework to build video editing applications, has gained time remapping support, which now allows to include fast/slow motion effects in the videos. Video transformations (scaling, cropping, rounded corners, etc) are now hardware-accelerated thanks to the addition of new Skia-based GStreamer elements and integration with OpenGL. Buffer pool tuning and pipeline improvements have helped to optimize memory usage and performance, enabling the edition of 4K video at 60 frames per second. Much of this work to improve and ensure quality in GStreamer Editing Services has also brought improvements in the GstValidate testing framework, which will be useful for other parts of GStreamer.

Regarding H.266 (VVC), full playback support (with decoders such as vvdec and avdec_h266, demuxers and muxers for Matroska, MP4 and TS, and parsers for the vvc1 and vvi1 formats) is now available in GStreamer 1.26 thanks to Igalia's work. This allows user applications such as the WebKitGTK web browser to leverage the hardware accelerated decoding provided by VAAPI to play H.266 video using GStreamer.

Igalia has also been one of the top contributors to GStreamer Rust, with 43 contributions. Most of the commits there have been related to Vulkan Video.

Pie chart of Igalia's contributions to different areas of the GStreamer Rust project: vulkan (28%) other (26%) gstreamer (12%) ci (12%) tracer (7%) validate (5%) ges (7%) examples (5%)
Igalia's contributions to the GStreamer Rust project

In addition to GStreamer, the team also has a strong presence in WebKit, where we leverage our GStreamer knowledge to implement many features of the web engine related to multimedia. From the 1739 contributions to the WebKit project done last year by Igalia, the Multimedia team has made 323 of them. Nearly one third of those have been related to generic multimedia playback, and the rest have been on areas such as WebRTC, MediaStream, MSE, WebAudio, a new Quirks system to provide adaptations for specific hardware multimedia platforms at runtime, WebCodecs or MediaRecorder.

Pie chart of Igalia's contributions to different areas of the WebKit project: Generic Gstreamer work (33%) WebRTC (20%) Regression bugfixing (9%) Other (7%) MSE (6%) BuildStream SDK (4%) MediaStream (3%) WPE platform (3%) WebAudio (3%) WebKitGTK platform (2%) Quirks (2%) MediaRecorder (2%) EME (2%) Glib (1%) WTF (1%) WebCodecs (1%) GPUProcess (1%) Streams (1%)
Igalia Multimedia Team's contributions to different areas of the WebKit project

We're happy about what we've achieved along the year and look forward to maintaining this success and bringing even more exciting features and contributions in 2026.

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26 Jan 2026 9:34am GMT

05 Dec 2025

feedPlanet Maemo

Meow: Process log text files as if you could make cat speak

Some years ago I had mentioned some command line tools I used to analyze and find useful information on GStreamer logs. I've been using them consistently along all these years, but some weeks ago I thought about unifying them in a single tool that could provide more flexibility in the mid term, and also as an excuse to unrust my Rust knowledge a bit. That's how I wrote Meow, a tool to make cat speak (that is, to provide meaningful information).

The idea is that you can cat a file through meow and apply the filters, like this:

cat /tmp/log.txt | meow appsinknewsample n:V0 n:video ht: \
ft:-0:00:21.466607596 's:#([A-za-z][A-Za-z]*/)*#'

which means "select those lines that contain appsinknewsample (with case insensitive matching), but don't contain V0 nor video (that is, by exclusion, only that contain audio, probably because we've analyzed both and realized that we should focus on audio for our specific problem), highlight the different thread ids, only show those lines with timestamp lower than 21.46 sec, and change strings like Source/WebCore/platform/graphics/gstreamer/mse/AppendPipeline.cpp to become just AppendPipeline.cpp", to get an output as shown in this terminal screenshot:

Screenshot of a terminal output showing multiple log lines. Some of them have the word "appsinkNewSample" highlighted in red. Some lines have the hexadecimal id of the thread that printed them highlighed (purple for one thread, brown for the other)

Cool, isn't it? After all, I'm convinced that the answer to any GStreamer bug is always hidden in the logs (or will be, as soon as I add "just a couple of log lines more, bro" <span class=0 Add to favourites0 Bury

05 Dec 2025 11:16am GMT

15 Oct 2025

feedPlanet Maemo

Dzzee 1.9.0 for N800/N810/N900/N9/Leste

I was playing around with Xlib this summer, and one thing led to another, and here we are with four fresh ports to retro mobile X11 platforms. There is even a Maemo Leste port, but due to some SGX driver woes on the N900, I opted for using XSHM and software rendering, which works well and has the nice, crisp pixel look (on Fremantle, it's using EGL+GLESv2). Even the N8x0 port has very fluid motion by utilizing Xv for blitting software-rendered pixels to the screen. The game is available over at itch.io.





1 Add to favourites0 Bury

15 Oct 2025 11:31am GMT

18 Sep 2022

feedPlanet Openmoko

Harald "LaF0rge" Welte: Deployment of future community TDMoIP hub

I've mentioned some of my various retronetworking projects in some past blog posts. One of those projects is Osmocom Community TDM over IP (OCTOI). During the past 5 or so months, we have been using a number of GPS-synchronized open source icE1usb interconnected by a new, efficient but strill transparent TDMoIP protocol in order to run a distributed TDM/PDH network. This network is currently only used to provide ISDN services to retronetworking enthusiasts, but other uses like frame relay have also been validated.

So far, the central hub of this OCTOI network has been operating in the basement of my home, behind a consumer-grade DOCSIS cable modem connection. Given that TDMoIP is relatively sensitive to packet loss, this has been sub-optimal.

Luckily some of my old friends at noris.net have agreed to host a new OCTOI hub free of charge in one of their ultra-reliable co-location data centres. I'm already hosting some other machines there for 20+ years, and noris.net is a good fit given that they were - in their early days as an ISP - the driving force in the early 90s behind one of the Linux kernel ISDN stracks called u-isdn. So after many decades, ISDN returns to them in a very different way.

Side note: In case you're curious, a reconstructed partial release history of the u-isdn code can be found on gitea.osmocom.org

But I digress. So today, there was the installation of this new OCTOI hub setup. It has been prepared for several weeks in advance, and the hub contains two circuit boards designed entirely only for this use case. The most difficult challenge was the fact that this data centre has no existing GPS RF distribution, and the roof is ~ 100m of CAT5 cable (no fiber!) away from the roof. So we faced the challenge of passing the 1PPS (1 pulse per second) signal reliably through several steps of lightning/over-voltage protection into the icE1usb whose internal GPS-DO serves as a grandmaster clock for the TDM network.

The equipment deployed in this installation currently contains:

For more details, see this wiki page and this ticket

Now that the physical deployment has been made, the next steps will be to migrate all the TDMoIP links from the existing user base over to the new hub. We hope the reliability and performance will be much better than behind DOCSIS.

In any case, this new setup for sure has a lot of capacity to connect many more more users to this network. At this point we can still only offer E1 PRI interfaces. I expect that at some point during the coming winter the project for remote TDMoIP BRI (S/T, S0-Bus) connectivity will become available.

Acknowledgements

I'd like to thank anyone helping this effort, specifically * Sylvain "tnt" Munaut for his work on the RS422 interface board (+ gateware/firmware) * noris.net for sponsoring the co-location * sysmocom for sponsoring the EPYC server hardware

18 Sep 2022 10:00pm GMT

08 Sep 2022

feedPlanet Openmoko

Harald "LaF0rge" Welte: Progress on the ITU-T V5 access network front

Almost one year after my post regarding first steps towards a V5 implementation, some friends and I were finally able to visit Wobcom, a small German city carrier and pick up a lot of decommissioned POTS/ISDN/PDH/SDH equipment, primarily V5 access networks.

This means that a number of retronetworking enthusiasts now have a chance to play with Siemens Fastlink, Nokia EKSOS and DeTeWe ALIAN access networks/multiplexers.

My primary interest is in Nokia EKSOS, which looks like an rather easy, low-complexity target. As one of the first steps, I took PCB photographs of the various modules/cards in the shelf, take note of the main chip designations and started to search for the related data sheets.

The results can be found in the Osmocom retronetworking wiki, with https://osmocom.org/projects/retronetworking/wiki/Nokia_EKSOS being the main entry page, and sub-pages about

In short: Unsurprisingly, a lot of Infineon analog and digital ICs for the POTS and ISDN ports, as well as a number of Motorola M68k based QUICC32 microprocessors and several unknown ASICs.

So with V5 hardware at my disposal, I've slowly re-started my efforts to implement the LE (local exchange) side of the V5 protocol stack, with the goal of eventually being able to interface those V5 AN with the Osmocom Community TDM over IP network. Once that is in place, we should also be able to offer real ISDN Uk0 (BRI) and POTS lines at retrocomputing events or hacker camps in the coming years.

08 Sep 2022 10:00pm GMT

Harald "LaF0rge" Welte: Clock sync trouble with Digium cards and timing cables

If you have ever worked with Digium (now part of Sangoma) digital telephony interface cards such as the TE110/410/420/820 (single to octal E1/T1/J1 PRI cards), you will probably have seen that they always have a timing connector, where the timing information can be passed from one card to another.

In PDH/ISDN (or even SDH) networks, it is very important to have a synchronized clock across the network. If the clocks are drifting, there will be underruns or overruns, with associated phase jumps that are particularly dangerous when analog modem calls are transported.

In traditional ISDN use cases, the clock is always provided by the network operator, and any customer/user side equipment is expected to synchronize to that clock.

So this Digium timing cable is needed in applications where you have more PRI lines than possible with one card, but only a subset of your lines (spans) are connected to the public operator. The timing cable should make sure that the clock received on one port from the public operator should be used as transmit bit-clock on all of the other ports, no matter on which card.

Unfortunately this decades-old Digium timing cable approach seems to suffer from some problems.

bursty bit clock changes until link is up

The first problem is that downstream port transmit bit clock was jumping around in bursts every two or so seconds. You can see an oscillogram of the E1 master signal (yellow) received by one TE820 card and the transmit of the slave ports on the other card at https://people.osmocom.org/laforge/photos/te820_timingcable_problem.mp4

As you can see, for some seconds the two clocks seem to be in perfect lock/sync, but in between there are periods of immense clock drift.

What I'd have expected is the behavior that can be seen at https://people.osmocom.org/laforge/photos/te820_notimingcable_loopback.mp4 - which shows a similar setup but without the use of a timing cable: Both the master clock input and the clock output were connected on the same TE820 card.

As I found out much later, this problem only occurs until any of the downstream/slave ports is fully OK/GREEN.

This is surprising, as any other E1 equipment I've seen always transmits at a constant bit clock irrespective whether there's any signal in the opposite direction, and irrespective of whether any other ports are up/aligned or not.

But ok, once you adjust your expectations to this Digium peculiarity, you can actually proceed.

clock drift between master and slave cards

Once any of the spans of a slave card on the timing bus are fully aligned, the transmit bit clocks of all of its ports appear to be in sync/lock - yay - but unfortunately only at the very first glance.

When looking at it for more than a few seconds, one can see a slow, continuous drift of the slave bit clocks compared to the master :(

Some initial measurements show that the clock of the slave card of the timing cable is drifting at about 12.5 ppb (parts per billion) when compared against the master clock reference.

This is rather disappointing, given that the whole point of a timing cable is to ensure you have one reference clock with all signals locked to it.

The work-around

If you are willing to sacrifice one port (span) of each card, you can work around that slow-clock-drift issue by connecting an external loopback cable. So the master card is configured to use the clock provided by the upstream provider. Its other ports (spans) will transmit at the exact recovered clock rate with no drift. You can use any of those ports to provide the clock reference to a port on the slave card using an external loopback cable.

In this setup, your slave card[s] will have perfect bit clock sync/lock.

Its just rather sad that you need to sacrifice ports just for achieving proper clock sync - something that the timing connectors and cables claim to do, but in reality don't achieve, at least not in my setup with the most modern and high-end octal-port PCIe cards (TE820).

08 Sep 2022 10:00pm GMT