@Trevor what's your config/setup?  Did you wind up using the
"use-mainline-bsp" thing?

I pretty much had to hack up some of the meta-fsl/meta-boundary stuff and
put everything else in local.conf.  It would be a little easier/cleaner if
the former had some ?= in a few places...

Anyway, I masked the browser stuff so I haven't tested that far yet, but
all you really need for 3D under X is new kernel/libdrm/mesa for ~110 fps
with glxgears.  I added recipes for the x11-armada stuff, which seems to
work for 2D but coughs an error in the xorg log.  I probably tested more
with oe-core than poky but both should work.

Anyway, my stuff is also on github, with a manifest repo for boundary
devices/fsl that should point to the hacks in VCT forks:

https://github.com/VCTLabs/vct-boundary-bsp-platform

https://github.com/sarnold/meta-small-arm-extra

Sample boundary conf files are in the second one ^^

Steve

On Thu, May 25, 2017 at 6:17 AM, Andreas Müller <
schnitzelt...@googlemail.com> wrote:

> On Thu, May 25, 2017 at 10:48 AM, Trevor Woerner <twoer...@gmail.com>
> wrote:
> > w00t!!
> >
> > It took a lot of hacking, but I was able to build and run an image for
> > the wandboard dual that uses etnaviv :-D
> >
> > Patches to follow.
> >
> > I now have 4 dev boards using open-source graphics:
> > 1) rpi3-32 with vc4
> > 2) dragonboard-410c with freedreno
> > 3) minnow (turbot) with Intel's stuff
> > 4) wandboard with etnaviv
> >
> > glmark2-es2:
> >
> > root@wandboard:~# glmark2-es2; cat /proc/loadavg
> > =======================================================
> >     glmark2 2014.03
> > =======================================================
> >     OpenGL Information
> >     GL_VENDOR:     etnaviv
> >     GL_RENDERER:   Gallium 0.4 on Vivante GC880 rev 5106
> >     GL_VERSION:    OpenGL ES 2.0 Mesa 17.0.4
> > =======================================================
> > [build] use-vbo=false: FPS: 69 FrameTime: 14.493 ms
> > [build] use-vbo=true: FPS: 80 FrameTime: 12.500 ms
> > [texture] texture-filter=nearest: FPS: 68 FrameTime: 14.706 ms
> > [texture] texture-filter=linear: FPS: 68 FrameTime: 14.706 ms
> > [texture] texture-filter=mipmap: FPS: 66 FrameTime: 15.152 ms
> > [shading] shading=gouraud: FPS: 70 FrameTime: 14.286 ms
> > [shading] shading=blinn-phong-inf: FPS: 61 FrameTime: 16.393 ms
> > [shading] shading=phong: FPS: 47 FrameTime: 21.277 ms
> > [shading] shading=cel: FPS: 39 FrameTime: 25.641 ms
> > [bump] bump-render=high-poly: FPS: 52 FrameTime: 19.231 ms
> > [bump] bump-render=normals: FPS: 67 FrameTime: 14.925 ms
> > [bump] bump-render=height: FPS: 60 FrameTime: 16.667 ms
> > libpng warning: iCCP: known incorrect sRGB profile
> > [effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 32 FrameTime: 31.250 ms
> > libpng warning: iCCP: known incorrect sRGB profile
> > [effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 14 FrameTime:
> 71.429 ms
> > [pulsar] light=false:quads=5:texture=false: FPS: 61 FrameTime: 16.393 ms
> > libpng warning: iCCP: known incorrect sRGB profile
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > [desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4:
> > FPS: 67 FrameTime: 14.925 ms
> > Error: RenderObject::init: glCheckFramebufferStatus failed (0x8cdd)
> > libpng warning: iCCP: known incorrect sRGB profile
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > Error: RenderObject::size: glCheckFramebufferStatus failed (0x8cdd)
> > [desktop] effect=shadow:windows=4: FPS: 68 FrameTime: 14.706 ms
> > [buffer] columns=200:interleave=false:update-dispersion=0.9:update-
> fraction=0.5:update-method=map:
> > FPS: 29 FrameTime: 34.483 ms
> > [buffer] columns=200:interleave=false:update-dispersion=0.9:update-
> fraction=0.5:update-method=subdata:
> > FPS: 29 FrameTime: 34.483 ms
> > [buffer] columns=200:interleave=true:update-dispersion=0.9:update-
> fraction=0.5:update-method=map:
> > FPS: 31 FrameTime: 32.258 ms
> > [ideas] speed=duration:[ 2797.051681] etnaviv-gpu 130000.gpu:
> > hangcheck detected gpu lockup!
> > [ 2797.059575] etnaviv-gpu 130000.gpu:      completed fence: 50513
> > [ 2797.065622] etnaviv-gpu 130000.gpu:      active fence: 50514
> > [ 2797.072346] etnaviv-gpu 130000.gpu: hangcheck recover!
> > [ 2800.011603] etnaviv-gpu 130000.gpu: hangcheck detected gpu lockup!
> > [ 2800.017890] etnaviv-gpu 130000.gpu:      completed fence: 50514
> > [ 2800.023895] etnaviv-gpu 130000.gpu:      active fence: 50515
> > [ 2800.029752] etnaviv-gpu 130000.gpu: hangcheck recover!
> > [ 2803.051591] etnaviv-gpu 130000.gpu: hangcheck detected gpu lockup!
> > [ 2803.057899] etnaviv-gpu 130000.gpu:      completed fence: 50516
> > [ 2803.063874] etnaviv-gpu 130000.gpu:      active fence: 50518
> > [ 2803.069702] etnaviv-gpu 130000.gpu: hangcheck recover!
> > [ 2805.531626] etnaviv-gpu 130000.gpu: hangcheck detected gpu lockup!
> > [ 2805.537973] etnaviv-gpu 130000.gpu:      completed fence: 50518
> > [ 2805.544052] etnaviv-gpu 130000.gpu:      active fence: 50520
> > [ 2805.551826] etnaviv-gpu 130000.gpu: hangcheck recover!
> >  FPS: 0 FrameTime: inf ms
> > [jellyfish] <default>: FPS: 28 FrameTime: 35.714 ms
> > [terrain] <default>: FPS: 2 FrameTime: 500.000 ms
> > [shadow] <default>: FPS: 30 FrameTime: 33.333 ms
> > Error: DistanceRenderTarget::setup: glCheckFramebufferStatus failed
> (0x8cdd)
> > Error: Failed to set up the render target for the depth pass
> > [refract] <default>: Set up failed
> > [conditionals] fragment-steps=0:vertex-steps=0: FPS: 61 FrameTime:
> 16.393 ms
> > [conditionals] fragment-steps=5:vertex-steps=0: FPS: 31 FrameTime:
> 32.258 ms
> > [conditionals] fragment-steps=0:vertex-steps=5: FPS: 62 FrameTime:
> 16.129 ms
> > [function] fragment-complexity=low:fragment-steps=5: FPS: 46
> > FrameTime: 21.739 ms
> > [function] fragment-complexity=medium:fragment-steps=5: FPS: 29
> > FrameTime: 34.483 ms
> > [loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 45
> > FrameTime: 22.222 ms
> > [loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 45
> > FrameTime: 22.222 ms
> > [loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 29
> > FrameTime: 34.483 ms
> > =======================================================
> >                                   glmark2 Score: 46
> > =======================================================
> > 0.46 0.24 0.09 1/98 621
> >
> >
> > not the greatest results, a couple crashes, but better than swrast!
> Very interesting. If I remember correct, there were further
> enhancements for mesa 17.1.x on etnaviv - so keep going. There was a
> patch for 17.1.0 on oe-core but that one was rejected (the x.x.0
> versions are marked as development release)
>
> Just an information don't want to stop your enthusiasm: With closed
> source BLOB and X11 the values for glmark-es2 were 250-260 last time I
> tested in imx6 (variscite board).
>
> Best regards
>
> Andreas
> --
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> meta-freescale@yoctoproject.org
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>
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