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Stskeeps's Avatar
Posts: 1,671 | Thanked: 11,478 times | Joined on Jun 2008 @ Warsaw, Poland
#391
Originally Posted by ertszi View Post
What about TV out?

n810 has the same 3,5 mm Nokia A/V connector that n95 and n900 has.
A bit off-topic. But I think verdict was that it is simply not wired up.
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Posts: 24 | Thanked: 28 times | Joined on Dec 2009 @ USA
#392
Originally Posted by Stskeeps View Post
MBX drivers aren't N8x0 specific. They're for OMAP2.
I knew that. Should I have said "the OMAP2 graphics drivers you got from TI"? I know of several other devices the MBX was used in, but I don't know of any that had OpenGL ES libraries available for them, so I guess that's where I got MBX from. I was probably referring more or less to OpenGL ES libraries for the N8x0 when I said "MBX drivers"... Oh well.
 

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Stskeeps's Avatar
Posts: 1,671 | Thanked: 11,478 times | Joined on Jun 2008 @ Warsaw, Poland
#393
Originally Posted by gTan64 View Post
I knew that. Should I have said "the OMAP2 graphics drivers you got from TI"? I know of several other devices the MBX was used in, but I don't know of any that had OpenGL ES libraries available for them, so I guess that's where I got MBX from. I was probably referring more or less to OpenGL ES libraries for the N8x0 when I said "MBX drivers"... Oh well.
Sorry, answered a little too quickly The libs are OMAP2-specific as well. The parts that deal with N8x0 mostly exists in kernel.

To have the drivers being acceptable in mainline, it would be worth following how the SGX drivers are faring as the style is similar.
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As you go on to other communities, remember to build them around politeness, respect, trust and humility. Be wary of poisonous people and deal with them before they end up killing your community.. Seen it happen to too many IRC channels, forums, open source projects.
 
Posts: 1 | Thanked: 0 times | Joined on Jan 2010
#394
Originally Posted by Stskeeps View Post
A teaser from a tool called 'glinfo':

**********************************

OpenGL vendor string: Imagination Technologies

OpenGL renderer string: PowerVR MBXLite with VGPLite

OpenGL version string: OpenGL ES-CM 1.1

OpenGL extensions:

GL_OES_byte_coordinates GL_OES_compressed_paletted_texture GL_OES_fixed_point GL_OES_point_size_array GL_OES_point_sprite GL_OES_matrix_get GL_OES_read_format GL_OES_single_precision GL_IMG_texture_compression_pvrtc GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_OES_query_matrix GL_IMG_vertex_program GL_IMG_texture_stream GL_OES_matrix_palette GL_OES_draw_texture GL_IMG_read_format GL_IMG_texture_format_BGRA8888 GL_EXT_multi_draw_arrays



**********************************

PVR_SRVUM:

PVR_SRVUM: Texture allocation HWM = 85 bytes



**********************************

Config num 8

EGL vendor string: Imagination Technologies

EGL version string: 1.2 build 3.5.35.630

EGL extensions:

EGL_IMG_power_management

EGL config Attributes:

EGL_CONFIG_ID = 0x8

EGL_BUFFER_SIZE = 0x10

EGL_ALPHA_SIZE = 0x0

EGL_BLUE_SIZE = 0x5

EGL_GREEN_SIZE = 0x6

EGL_RED_SIZE = 0x5

EGL_DEPTH_SIZE = 0x18

EGL_STENCIL_SIZE = 0x0

EGL_CONFIG_CAVEAT = 0x3038

EGL_LEVEL = 0x0

EGL_MAX_PBUFFER_HEIGHT = 0x400

EGL_MAX_PBUFFER_PIXELS = 0x1fc000

EGL_MAX_PBUFFER_WIDTH = 0x7f0

EGL_NATIVE_RENDERABLE = 0x0

EGL_NATIVE_VISUAL_ID = 0x0

EGL_NATIVE_VISUAL_TYPE = 0x3038

EGL_SAMPLES = 0x0

EGL_SAMPLE_BUFFERS = 0x0

EGL_SURFACE_TYPE = 0x1

EGL_TRANSPARENT_TYPE = 0x3038

EGL_TRANSPARENT_BLUE_VALUE = 0x0

EGL_TRANSPARENT_GREEN_VALUE = 0x0

EGL_TRANSPARENT_RED_VALUE = 0x0

Problems reading from a client. Disconnecting

Disconnecting client 133
Great!!!!

I'm waiting for good news!
 
qole's Avatar
Moderator | Posts: 7,109 | Thanked: 8,820 times | Joined on Oct 2007 @ Vancouver, BC, Canada
#395
After the "launch" of the N900, we're pretty good at waiting for months with nothing but screenshots, hints and teasers. We don't need public repositories or open code!

Good to see that the community devs are taking a page out of Nokia's book here. We all want to be like our parents when we grow up.

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#396
There are still licensing issues to be resolved, but afaiu it's not too far off now.
 
OID's Avatar
Posts: 29 | Thanked: 2 times | Joined on May 2008 @ In Soviet Russia
#397
Yesterday I install on my n800 Xephyr 7.6 with libgl-mesa-dri package. After launch Xephyr, next I launch glxgears for testing GLX but it show me only 8-10fps, next I expand glxgears window on fullscreen and gears speed slow down about 1fps. I think it a problem with driver swrast_dri.so. Maybe we add to swrast_dri.so suppport of framebuffer, sdl, XSP or Xvideo (with YUV12 hardware output) for better performance?
Here glxinfo output
Code:
name of display: :1.0
display: :1  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
    GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_OML_swap_method,
    GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_hyperpipe,
    GLX_SGIX_swap_barrier, GLX_SGIX_fbconfig, GLX_MESA_copy_sub_buffer
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
    GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control,
    GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_OML_sync_control,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap
GLX version: 1.2
GLX extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig
OpenGL vendor string: Mesa Project
OpenGL renderer string: Software Rasterizer
OpenGL version string: 2.1 Mesa 7.4
OpenGL shading language version string: 1.20
OpenGL extensions:
    GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_half_float_pixel, GL_ARB_imaging, GL_ARB_multisample,
    GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects,
    GL_ARB_shading_language_100, GL_ARB_shading_language_120, GL_ARB_shadow,
    GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_convolution,
    GL_EXT_copy_texture, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements,
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_blit, GL_EXT_fog_coord,
    GL_EXT_gpu_program_parameters, GL_EXT_histogram, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
    GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object,
    GL_EXT_point_parameters, GL_EXT_polygon_offset, GL_EXT_rescale_normal,
    GL_EXT_secondary_color, GL_EXT_separate_specular_color,
    GL_EXT_shadow_funcs, GL_EXT_shared_texture_palette,
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture,
    GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
    GL_EXT_texture_env_dot3, GL_EXT_texture_lod_bias,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object,
    GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_vertex_array,
    GL_3DFX_texture_compression_FXT1, GL_APPLE_packed_pixels,
    GL_APPLE_vertex_array_object, GL_ATI_blend_equation_separate,
    GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
    GL_ATI_fragment_shader, GL_ATI_separate_stencil,
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_MESA_pack_invert, GL_MESA_program_debug, GL_MESA_resize_buffers,
    GL_MESA_texture_array, GL_MESA_ycbcr_texture, GL_MESA_window_pos,
    GL_NV_blend_square, GL_NV_fragment_program, GL_NV_light_max_exponent,
    GL_NV_point_sprite, GL_NV_texture_rectangle, GL_NV_texgen_reflection,
    GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_OES_read_format,
    GL_SGI_color_matrix, GL_SGI_color_table, GL_SGI_texture_color_table,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
    GL_SGIX_shadow, GL_SGIX_shadow_ambient, GL_SUN_multi_draw_arrays

33 GLX Visuals
   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 16 tc  0 16  0 r  y  .  5  6  5  0  0 16  8  0  0  0  0  0 0 None
0xbe 16 tc  0 16  0 r  .  .  5  6  5  0  0  0  0  0  0  0  0  0 0 None
0xbf 16 tc  0 16  0 r  .  .  5  6  5  0  0  0  0 16 16 16  0  0 0 Slow
0xc0 16 tc  0 16  0 r  y  .  5  6  5  0  0  0  0  0  0  0  0  0 0 None
0xc1 16 tc  0 16  0 r  y  .  5  6  5  0  0  0  0 16 16 16  0  0 0 Slow
0xc2 16 tc  0 16  0 r  .  .  5  6  5  0  0  0  8  0  0  0  0  0 0 None
0xc3 16 tc  0 16  0 r  .  .  5  6  5  0  0  0  8 16 16 16  0  0 0 Slow
0xc4 16 tc  0 16  0 r  y  .  5  6  5  0  0  0  8  0  0  0  0  0 0 None
0xc5 16 tc  0 16  0 r  y  .  5  6  5  0  0  0  8 16 16 16  0  0 0 Slow
0xc6 16 tc  0 16  0 r  .  .  5  6  5  0  0 16  0  0  0  0  0  0 0 None
0xc7 16 tc  0 16  0 r  .  .  5  6  5  0  0 16  0 16 16 16  0  0 0 Slow
0xc8 16 tc  0 16  0 r  y  .  5  6  5  0  0 16  0  0  0  0  0  0 0 None
0xc9 16 tc  0 16  0 r  y  .  5  6  5  0  0 16  0 16 16 16  0  0 0 Slow
0xca 16 tc  0 16  0 r  .  .  5  6  5  0  0 16  8  0  0  0  0  0 0 None
0xcb 16 tc  0 16  0 r  .  .  5  6  5  0  0 16  8 16 16 16  0  0 0 Slow
0xcc 16 tc  0 16  0 r  y  .  5  6  5  0  0 16  8 16 16 16  0  0 0 Slow
0xcd 16 dc  0 16  0 r  .  .  5  6  5  0  0  0  0  0  0  0  0  0 0 None
0xce 16 dc  0 16  0 r  .  .  5  6  5  0  0  0  0 16 16 16  0  0 0 Slow
0xcf 16 dc  0 16  0 r  y  .  5  6  5  0  0  0  0  0  0  0  0  0 0 None
0xd0 16 dc  0 16  0 r  y  .  5  6  5  0  0  0  0 16 16 16  0  0 0 Slow
0xd1 16 dc  0 16  0 r  .  .  5  6  5  0  0  0  8  0  0  0  0  0 0 None
0xd2 16 dc  0 16  0 r  .  .  5  6  5  0  0  0  8 16 16 16  0  0 0 Slow
0xd3 16 dc  0 16  0 r  y  .  5  6  5  0  0  0  8  0  0  0  0  0 0 None
0xd4 16 dc  0 16  0 r  y  .  5  6  5  0  0  0  8 16 16 16  0  0 0 Slow
0xd5 16 dc  0 16  0 r  .  .  5  6  5  0  0 16  0  0  0  0  0  0 0 None
0xd6 16 dc  0 16  0 r  .  .  5  6  5  0  0 16  0 16 16 16  0  0 0 Slow
0xd7 16 dc  0 16  0 r  y  .  5  6  5  0  0 16  0  0  0  0  0  0 0 None
0xd8 16 dc  0 16  0 r  y  .  5  6  5  0  0 16  0 16 16 16  0  0 0 Slow
0xd9 16 dc  0 16  0 r  .  .  5  6  5  0  0 16  8  0  0  0  0  0 0 None
0xda 16 dc  0 16  0 r  .  .  5  6  5  0  0 16  8 16 16 16  0  0 0 Slow
0xdb 16 dc  0 16  0 r  y  .  5  6  5  0  0 16  8  0  0  0  0  0 0 None
0xdc 16 dc  0 16  0 r  y  .  5  6  5  0  0 16  8 16 16 16  0  0 0 Slow
0x3d 32 tc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
__________________
N800 + Debian chroot
 
Posts: 8 | Thanked: 1 time | Joined on Jul 2008 @ Wisconsin
#398
The glxinfo output is great news.. Thanks to everyone involved. Both TI, and anybody at Nokia that facilitated making available the information necessary for the developers to be able to ... develop? As well as the developers that managed to work with the information provided and produce something workable.

However, I'm always wanting it all...

So, how about the rest of the OMAP2 processor capabilities that we don't know how to take advantage of? Spoken of at this page TI OMAP2 Gaming Brochure.

Things like the IVA which would be helpful for mplayer and vlc I assume. More information about the DSP interface, I realize that Simon Pickering has done a wonderful job with this already, but he and others could do better with complete documentation. Especially in the best way to transfer/share data being transformed by the DSP.

I understand that the IVA is another ARM based processor running in parallel to the ARM11 main processor. I could see that being used to off load gstreamer processes, and maybe even some of the A2DP processing that is still problematic. Can you say full H.264 decoding? Probably not...

There are enough co-processors as part of the OMAP2 package, it would be nice if they were all available to interested parties.

There is even functionality in the ARM11 processor to assist interpreted bytecode processing like Java VM and Python. This is another function that somebody has been able to figure out, but again it would be better if documentation was available on how best to use the extra features.

The OMAP2 product is old enough now that maybe TI could be persuaded to continue their wonderful trend of helping the open source developers have the tools to utilize their hardware to the limits of it's capabilities.

To read a better and more reasoned dissertation on this subject look here Drivers Justification
 
Posts: 8 | Thanked: 1 time | Joined on Jul 2008 @ Wisconsin
#399
Originally Posted by fabbro View Post
Fine.
So... Aren't we talking about 3D gfx acceleration?
Why pointing out the difference?
Here are some pages at the maemo wiki, mainly geared towards maemo 5, but they are relevant to this discussion as well.

OpenGL-ES and OpenGL_ES_Libraries.

Judging by those pages, how much maemo 5 will work, will depend on if clutter, and QT has an OpenGL ES 1.1 mode, it looks like SDL already does. If it's just a matter of the libraries, maybe they would automatically use the highest level of OpenGL available. Not really likely though. For the most part, I don't believe that there is much direct OpenGL code in the applications, most of it is in the Libraries used, be they QT or SDL.
 
danramos's Avatar
Posts: 4,672 | Thanked: 5,455 times | Joined on Jul 2008 @ Springfield, MA, USA
#400
After all this time.. all the waiting, I feel disappointed with TI. Profoundly. They should feel shameful for hurting development.
 
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