@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 > 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] : FPS: 28 FrameTime: 35.714 ms > > [terrain] : FPS: 2 FrameTime: 500.000 ms > > [shadow] : 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] : 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 >