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* Re: etnaviv image
@ 2017-05-27 14:02 gmane
  0 siblings, 0 replies; 9+ messages in thread
From: gmane @ 2017-05-27 14:02 UTC (permalink / raw)
  To: yocto

Hi,

Great that you managed to get to get open-source graphics on those 
boards!

I would be very interested in the i.mx6 stuff. In roughly a week I'll 
fly to a board manufacturer to train some of their customers in Yocto/OE 
and friends.

Maybe I can get them to send you some i.mx6 quad board to try there as 
well?

Would you be interested?

Regards,

Robert


^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-25 13:17     ` Andreas Müller
@ 2017-05-26 23:23       ` Stephen Arnold
  0 siblings, 0 replies; 9+ messages in thread
From: Stephen Arnold @ 2017-05-26 23:23 UTC (permalink / raw)
  To: meta-freescale; +Cc: yocto

[-- Attachment #1: Type: text/plain, Size: 8072 bytes --]

@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 <
schnitzeltony@googlemail.com> wrote:

> On Thu, May 25, 2017 at 10:48 AM, Trevor Woerner <twoerner@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
> --
> _______________________________________________
> meta-freescale mailing list
> meta-freescale@yoctoproject.org
> https://lists.yoctoproject.org/listinfo/meta-freescale
>

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^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-25  8:48   ` Trevor Woerner
  2017-05-25  9:01     ` Gary Thomas
@ 2017-05-25 13:17     ` Andreas Müller
  2017-05-26 23:23       ` Stephen Arnold
  1 sibling, 1 reply; 9+ messages in thread
From: Andreas Müller @ 2017-05-25 13:17 UTC (permalink / raw)
  To: Trevor Woerner; +Cc: meta-freescale, yocto

On Thu, May 25, 2017 at 10:48 AM, Trevor Woerner <twoerner@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


^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-25  9:01     ` Gary Thomas
  2017-05-25  9:31       ` Trevor Woerner
@ 2017-05-25 10:39       ` Fabien Lahoudere
  1 sibling, 0 replies; 9+ messages in thread
From: Fabien Lahoudere @ 2017-05-25 10:39 UTC (permalink / raw)
  To: yocto

On Thu, 2017-05-25 at 11:01 +0200, Gary Thomas wrote:
> On 2017-05-25 10:48, Trevor Woerner 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
> 
> Would you mind sharing your configuration (conf/local.conf, conf/bblayers.conf)?
> I'm mostly interested in trying this on my RaspberryPi3.
> 

I do this on rpi3 and it works fine.
https://fabienlahouderepro.blogspot.fr/2017/03/building-weston-image-with-yocto-for.html

> Thanks
> 
> > 
> > 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!
> > 
> 
> 
> -- 
> ------------------------------------------------------------
> Gary Thomas                 |  Consulting for the
> MLB Associates              |    Embedded world
> ------------------------------------------------------------


^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-25  9:01     ` Gary Thomas
@ 2017-05-25  9:31       ` Trevor Woerner
  2017-05-25 10:39       ` Fabien Lahoudere
  1 sibling, 0 replies; 9+ messages in thread
From: Trevor Woerner @ 2017-05-25  9:31 UTC (permalink / raw)
  To: Gary Thomas; +Cc: yocto

On Thu, May 25, 2017 at 5:01 AM, Gary Thomas <gary@mlbassoc.com> wrote:
> Would you mind sharing your configuration (conf/local.conf,
> conf/bblayers.conf)?
> I'm mostly interested in trying this on my RaspberryPi3.

Absolutely!

I'm hoping to do a couple blog posts about it soon-ish showing
comparative results of glmark2-es2


^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-25  8:48   ` Trevor Woerner
@ 2017-05-25  9:01     ` Gary Thomas
  2017-05-25  9:31       ` Trevor Woerner
  2017-05-25 10:39       ` Fabien Lahoudere
  2017-05-25 13:17     ` Andreas Müller
  1 sibling, 2 replies; 9+ messages in thread
From: Gary Thomas @ 2017-05-25  9:01 UTC (permalink / raw)
  To: yocto

On 2017-05-25 10:48, Trevor Woerner 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

Would you mind sharing your configuration (conf/local.conf, conf/bblayers.conf)?
I'm mostly interested in trying this on my RaspberryPi3.

Thanks

> 
> 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!
> 


-- 
------------------------------------------------------------
Gary Thomas                 |  Consulting for the
MLB Associates              |    Embedded world
------------------------------------------------------------


^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-24  8:23 ` Trevor Woerner
@ 2017-05-25  8:48   ` Trevor Woerner
  2017-05-25  9:01     ` Gary Thomas
  2017-05-25 13:17     ` Andreas Müller
  0 siblings, 2 replies; 9+ messages in thread
From: Trevor Woerner @ 2017-05-25  8:48 UTC (permalink / raw)
  To: meta-freescale; +Cc: yocto

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!


^ permalink raw reply	[flat|nested] 9+ messages in thread

* Re: etnaviv image
  2017-05-24  1:32 Trevor Woerner
@ 2017-05-24  8:23 ` Trevor Woerner
  2017-05-25  8:48   ` Trevor Woerner
  0 siblings, 1 reply; 9+ messages in thread
From: Trevor Woerner @ 2017-05-24  8:23 UTC (permalink / raw)
  To: meta-freescale

On Tue, May 23, 2017 at 9:32 PM, Trevor Woerner <twoerner@gmail.com> wrote:
> I looked through the meta-etnaviv layer and I get the impression this
> is no longer needed.

With more poking around, this earlier statement doesn't appear to be
true. It looks like I still need many of the pieces from meta-etnaviv
(such as the armada driver). In fact the only thing I don't think I
need from meta-etnaviv is the mesa stuff.

Unfortunately the xf86-video-armada recipe doesn't appear to build
against master. First there are some "warnings treated as errors"
issues. Then there is a:

    git/etnaviv/etnaviv.c:821:2: error: too many arguments to function
'pScreen->BlockHandler'

> Even with this "use-mainline-bsp" in place, my wandboard build still
> insists on using the wandboard-4.1.15 kernel. Is wandboard supported
> upstream?

With more poking around, wandboard can build and boot linux-fslc
including version 4.11 (4.11.0-rc6-fslc+g1dc71733212c) which includes
etnaviv support. Is there any reason the wandboard BSP is still stuck
on linux-wandboard (4.1.15)?

I get the feeling it *should* be possible to use etnaviv with
wandboard, but I can't seem to figure out the magic incantations :-)
From the etnaviv mailing list it looks like others have it working.


^ permalink raw reply	[flat|nested] 9+ messages in thread

* etnaviv image
@ 2017-05-24  1:32 Trevor Woerner
  2017-05-24  8:23 ` Trevor Woerner
  0 siblings, 1 reply; 9+ messages in thread
From: Trevor Woerner @ 2017-05-24  1:32 UTC (permalink / raw)
  To: meta-freescale

Hi,

I would like to build and run an image that doesn't use (proprietary)
Vivante graphics and uses etanviv instead.

I looked through the meta-etnaviv layer and I get the impression this
is no longer needed. It appears as though all the pieces I need have
been upstreamed (mesa, kernel). meta-etnaviv appears to want to build
pre-upstream mesa and kernel as well as provide some tools for etnaviv
development. So as long as I don't want/need the tools, it looks as
though I don't need meta-etnaviv (?).

Looking at meta-freescale, it looks as though what I'm looking for is
the ":use-mainline-bsp" MACHINEOVERRIDE. The only "freescale" boards I
have are the imx53qsb and the wandboard dual. The qsb looks like its
out of the question, and I get the feeling the wandboard might be a
little too old as well (or maybe just needs more attention?).

With a regular wandboard build, MACHINEOVERRIDES looks like:

    MACHINEOVERRIDES="armv7a:imx:mx6:imxpxp:imxipu:imxvpu:imxgpu2d:imxgpu3d:imxepdc:mx6dl:mx6q:wandboard

Once I add 'MACHINEOVERRIDES .= ":use-mainline-bsp"' the build fails
because it doesn't know what bootloader to use. A quick addition to
meta-freescale-3rdparty/recipes-bsp/u-boot/u-boot-fscl_%.bbappend
seems to fix this. Afterwards MACHINEOVERRIDES is:

    MACHINEOVERRIDES="armv7a:imx:wandboard:use-mainline-bsp"

It makes sense that items such as imxvpu, imxgpu2d, and imxgpu3d would
be removed. I'm not sure imx6 should be removed.

Even with this "use-mainline-bsp" in place, my wandboard build still
insists on using the wandboard-4.1.15 kernel. Is wandboard supported
upstream?

Is anyone able to build an image with vivante removed and etnaviv
working? Or is there more work to do? Maybe an "etnaviv"
MACHINEOVERRIDE is needed for any final fixups?

Should I, perhaps, consider a (newer) board? Is wandboard maybe too
old or not supported upstream such that etnaviv could work on it?

Best regards,
    Trevor


^ permalink raw reply	[flat|nested] 9+ messages in thread

end of thread, other threads:[~2017-05-27 14:25 UTC | newest]

Thread overview: 9+ messages (download: mbox.gz / follow: Atom feed)
-- links below jump to the message on this page --
2017-05-27 14:02 etnaviv image gmane
  -- strict thread matches above, loose matches on Subject: below --
2017-05-24  1:32 Trevor Woerner
2017-05-24  8:23 ` Trevor Woerner
2017-05-25  8:48   ` Trevor Woerner
2017-05-25  9:01     ` Gary Thomas
2017-05-25  9:31       ` Trevor Woerner
2017-05-25 10:39       ` Fabien Lahoudere
2017-05-25 13:17     ` Andreas Müller
2017-05-26 23:23       ` Stephen Arnold

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