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<tmlind> sicelo: only one wlroots patch needed after the dbm patch, the one from jonathan bakker
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<sicelo> tmlind: nice :-)
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<Wizzup> freemangordon: \o/
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<Wizzup> Pali: planning to look at u-boot now, any other patches I should carry for the DM usb stuff?
<Pali> Wizzup: Ok! IIRC all relevant patches are now merged in master branch.
<Wizzup> ok
<freemangordon> Wizzup: could you push ddx-um from devel to stable? I want to promote the REed dbm in devel
<Wizzup> freemangordon: what is in devel that is not in stable atm?
<freemangordon> ES1 fix
<Wizzup> so that is 76e87709c19acfe0bf3d1bc7b1b1a23252aa29c2 - you want that in stable?
<freemangordon> yes
<freemangordon> it allows REed dbm to be build, but it is not actually installed - blob libdbm is used still
<Wizzup> ah, ok!
<Wizzup> and this is tested in devel alreadu?
<freemangordon> it is there since I fixed it
<Wizzup> ok
<Wizzup> ok, will build for stable now
<freemangordon> whether it is tested - dunno, but the only actual change is the ES1 fix from uvos
<Wizzup> building
<freemangordon> my patches don;t actually affect the distributed binaries
<freemangordon> ok
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<freemangordon> tmlind: please test if https://github.com/maemo-leste/sgx-ddk-um/tree/render_node still works for you
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<tmlind> freemangordon: looks good and works for me thanks
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<tmlind> freemangordon: so i guess pretty much the only remaining weirdness is why stellarium renders at 7fps vs 11fps ish compared to the original blobs
<tmlind> freemangordon: oh and the mesa EGL_EXT_image_dma_buf_import_modifiers issue
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<tmlind> hmm maybe the objectcache stuff causes the performance difference?
<freemangordon> tmlind: WDYM by "objectcache"?
<freemangordon> pvr_dri is 100% the same as in the blobs
<tmlind> weird, i wonder what the difference could be? the blobs also was crashing with glmark2 so something also fixed that somehow
<freemangordon> tmlind: umm, no, blobs were not crashing, it was chromeos dri that was crashing
<tmlind> oh ok
<freemangordon> but blobs does not support xorg, so I wonder there do you get 11fps from, chromeos dri?
<tmlind> yeah i'm pretty sure swapping some earlier dri makes stellarium much faster and glmark2 to crash
<tmlind> yeah probably it was the chromeos dri then, not the old binary dri
<freemangordon> yeah
<tmlind> if it was the chromeos dri, then 87790e2b9ce7926f6cc492fce01ca9d2f5589107 adds the object cache stuff which could explain
<freemangordon> is it possible to run stellarium on wayland?
<tmlind> yeah that's what i use it for
<freemangordon> with blobs that is
<freemangordon> and see what fps we get there
<tmlind> yeah that's what i was testing with over past few years
<freemangordon> it could be some mesa change that lowered the fps
<tmlind> something lowered the fps and fixed the glmark2 hang
<tmlind> may have been two separate changes though
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<freemangordon> does 87790e2b9ce7926f6cc492fce01ca9d2f5589107 fixes fps?
<tmlind> no, that still can't be done with wlroots, i've had that always disabled for wlroots
<tmlind> so i'm pretty sure bakker's original mesa (with EXT_image_dma_buf_import_modifiers disabled) is faster but hangs with glmark2
<freemangordon> yeah
<tmlind> so the object cache seems like the biggest difference there to me
<freemangordon> mhm
<freemangordon> but, can you check the fps with blobs
<tmlind> which blobs?
<tmlind> the original ti blobs?
<tmlind> i'll try disbling the object cache somehow
<freemangordon> yes, original blobs
<freemangordon> if they render with 7fps, then obviously that's all we can get
<tmlind> hmm not sure i even remember what all hacks wlroots needs to use the original blobs..
<tmlind> let's see if this works: git diff 87790e2b9ce7926f6cc492fce01ca9d2f5589107.. src/mesa/drivers/dri/pvr/pvrdrawable.c | patch -p1 -R
<tmlind> only steps to go
<tmlind> only 100 steps
<sicelo> for original blobs, iirc we only needed 0001-render-Don-t-use-GL_EXT_unpack_subimage-when-not-ava.patch
<sicelo> for wlroots, that is
<tmlind> yeah maybe for wlroots-0.14
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<tmlind> i'll test with mesa commit at 8206053e95d326d4833f70c65d26527b3a8f1607
<freemangordon> this is chromeos I would say
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<tmlind> yeah, that commit does stellarium at close to 13fps
<tmlind> 12.8 to 12.9 fps looks like
<tmlind> let's see if glmark2 hangs now..
<tmlind> yup, glmark2 causes some pvr dump
<tmlind> PVR_K:(Error): SGXOSTimer() detected SGX lockup (0x14 tasks)
<tmlind> and so on
<tmlind> ok need to continue at some point later on, ttyl
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<freemangordon> Wizzup: did you forget about libsdl?
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<uvos> Wizzup: did you try kicking neverball again?
<Wizzup> freemangordon: did not forget
<Wizzup> uvos: see other channel
<Wizzup> freemangordon: I've had to deal with some stuff, I'll do it today
<freemangordon> ok
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<freemangordon> uvos: is it possible to turn display on *after* vtklock confirms it is shown?
<uvos> freemangordon: if thats not how it works allready then you can by changing the module load order, but i cant recommend doing that willy nilly, it causes a lot of subtle bugs
<freemangordon> ok
<freemangordon> I am thinking of how to deal with vtklock still being drawn when display turns on
<uvos> it signals mce its finished to early maybe
<freemangordon> but maybe this is some gtk issue, or vtklock issue itself
<freemangordon> hmm, ueah
<uvos> and this some real issue
<freemangordon> *yeah
<freemangordon> will check it
<uvos> so tklock.c waits untill it gets the finished signal via dbus
<uvos> if thats before or after the when the display gets turned on depends on module load oder
<uvos> but im pretty sure its before
<Wizzup> could it be a window resize problem?
<Wizzup> initially it has some default size and then resizes
<uvos> right
<uvos> yeah thats very possible
<uvos> Wizzup: btw dose openlara show for you now?
<uvos> in ham
<Wizzup> yes
<Wizzup> when I filter by typing 'lara' it did not show
<Wizzup> I am not sure why, but I can see it in the games category
<uvos> wierd
<uvos> ok but thats unlikely to be the packages fault
<Wizzup> depends on what it filters on
<Wizzup> if I search for 'open' I can find it
<Wizzup> but not for 'lara'
<uvos> hmm
<uvos> i would expect it to filter on the x-maemo-name thing
<uvos> and/or the pacakge name
<uvos> dose it find Lara?
<Wizzup> checking
<Wizzup> no
<Wizzup> maybe it just matches the start of every word
<Wizzup> looks like that's it
<uvos> hm that could be improved
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<Wizzup> first I think want a separate category for debug symbols
<uvos> just hide everything that maches dbgsym
<uvos> its not like users that want to use this gui for pacakge management but cant use apt are going to have a need for debug symbols
<Wizzup> agreed
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<freemangordon> yeah, sounds right (hide everything dbgsym)
<Wizzup> probably by category but yeah
<lel> MerlijnWajer opened an issue: https://github.com/maemo-leste/bugtracker/issues/609 (hildon application manager: hide debug symbol packages)
<freemangordon> yeah, maybe
<Wizzup> I mean the dbgsym have a specific section: in debian
<freemangordon> mhm, got it
<freemangordon> ugh, I have to fix DDX fd limits issue
<freemangordon> yeah, a task for the weekend
<freemangordon> uvos: hmm, openlara fails to start
<freemangordon> do I miss something?
<freemangordon> gives BadDrawable on startup
<uvos> freemangordon: its a engine reimplementation
<uvos> freemangordon: for a comertial game, you need to copy the files of the original disk into ~/.openlara
<uvos> freemangordon: yes i need to document this somehere
<uvos> i reported the BadDrawable upstream
<freemangordon> ah, ok
<uvos> but its not a big deal it just happens on exit
<freemangordon> ah, so it exits because data files are missing
<freemangordon> I see
<uvos> right
<freemangordon> yeah, lemme see if I can find the data files
<uvos> i can give them to you
<uvos> its just 64mb or so
<freemangordon> please do
<freemangordon> TBH I was never a fan of thomb raider but I am curious to see how this is going to run
<uvos> 45 fps ish, works pretty well gameplay wise because its a game played only with kbd
<freemangordon> ok, still it is good to have it running
<freemangordon> I may use it as a benchmark as well
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<uvos> freemangordon: yes but you need the file/folder structure of the orignal game, also the audio files look to missing there
<uvos> also lol @ hosting copyrighted files on gh
<freemangordon> yeah :)
<uvos> sent you an email
<freemangordon> but I doubt anybody cares for a 20yo(or even more) game
<freemangordon> thanks!
<uvos> probubly not yeah
<uvos> (you need to extract the archive into ~/.openlara)
<freemangordon> mhm
<freemangordon> uvos: downloaded
<freemangordon> uvos: if you fix neverball I can respin th ebuild
<freemangordon> or, do you want me to fix it?
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<freemangordon> it hangs SGX :(
<freemangordon> (neverball(
<rafael2k> < typing from maemo leste in the pinephone, with keyboard and bt mouse
<rafael2k> : )
<freemangordon> :)
<rafael2k> I just paired the mouse with bluetoothctl and mouse worked
<freemangordon> no reason not to
<freemangordon> h-d has support for mice (it should show a cursor)
<rafael2k> and a very nice black cursor showed up
<freemangordon> mhm
<freemangordon> thats how we test in amd64 VM ;)
<rafael2k> cool
<rafael2k> it works pretty well indeed
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<uvos> hmm localy built neverball works perfectly fine here
<freemangordon> weird
<freemangordon> it hangs SGX in 10 seconds or so
<freemangordon> as sitting in the main menu
<uvos> wierd
<freemangordon> mhm
<uvos> i have played several levels
<freemangordon> lemme rebuild it agains old sdl
<uvos> your device is fine with loading sgx otherwise right?
<freemangordon> yep
<freemangordon> no issues whatsoever
<uvos> ie it dosent crash if you have it render glmark or openlara or so
<uvos> ok
<freemangordon> it could be that I built it agains lates libsdl2, trying the one in the repos now, lets see
<freemangordon> still hangs :(
<freemangordon> uvos: do you have something in the settings?
<freemangordon> like fullscreen, or... dunno
<uvos> dident change anything
<uvos> fullscreen dosent work
<uvos> it just gets nocked back to windowed
<freemangordon> mhm
<freemangordon> I even run it with h-d stopped
<freemangordon> it plays video for several seconds and hangs
<uvos> i have had it in menu for >1min now
<uvos> nothing bad happens
<freemangordon> ok
<freemangordon> hmm, it does not look like that here
<uvos> it allso has the bad drawable bug
<uvos> on exit
<uvos> interesting
<uvos> must be an issue with sdl2
<freemangordon> still, I wonder why I get SGX HW recovery triggered
<freemangordon> hmm: GL version: OpenGL ES-CM 1.1
<freemangordon> could that be the issue?
<uvos> GL renderer: PowerVR SGX 540
<uvos> GL version: OpenGL ES-CM 1.1
<freemangordon> yeah, same here
<freemangordon> :(
<freemangordon> did you upgrade sgx-ddk-um-ti443x?
<freemangordon> to 1.17.4948957+leste14-1+2m7
<uvos> sha1sum /usr/lib/arm-linux-gnueabihf/libGLESv1_PVR_MESA.so.1.17.4948957
<uvos> 742b822fc7a6e5b986abf43b1e743e1d9e54de31
<freemangordon> same here
<uvos> i dident upgrade
<uvos> but i replaced by hand
<freemangordon> sha1sum /usr/lib/arm-linux-gnueabihf/libdbm.so.1.17.4948957
<freemangordon> 48a195956f82f402e9ec5bb746fbf8323e58aa8f /usr/lib/arm-linux-gnueabihf/libdbm.so.1.17.4948957
<uvos> c53d1a7683f5f5063fdb5aee47cef0f3403045aa
<uvos> hmm
<freemangordon> ok, you are on the old version
<freemangordon> lemme revert to see if it will make any difference (I doubt)
<uvos> yeah as mentioned i just replaced GLESv1
<freemangordon> mhm
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<freemangordon> uvos: it does not crash with SDL_RENDER_DRIVER=opengles
<freemangordon> for some reason I have SDL_RENDER_DRIVER=opengles2 defined
<freemangordon> any clue where this comes from?
<uvos> i have that too
<uvos> its from leste-config
<uvos> to make sdl prefer gles
<uvos> dosent harm my neverball
<freemangordon> but, afaik you use locally compiled mesa, no?
<uvos> user@maserati:~/programing/neverball$ printenv | grep SDL
<uvos> SDL_VIDEO_X11_FORCE_EGL=1
<uvos> SDL_RENDER_DRIVER=opengles2
<uvos> SDL_VIDEO_X11_XRANDR=1
<uvos> freemangordon: no
<uvos> freemangordon: not anymore
<uvos> i also think i use repo sdl
<uvos> let me upgrade
<freemangordon> hmm, I don;t have SDL_VIDEO_X11_XRANDR=1
<uvos> i might have added that
<uvos> may try it
<freemangordon> but I doubt this is the issue
<uvos> unlikely yeah
<uvos> Source: libsdl2
<uvos> Version: 2.0.14+dfsg2-3
<freemangordon> wtf? now it hung with SDL_RENDER_DRIVER=opengles
<uvos> upgrade wants to update sdl
<freemangordon> no idea why
<freemangordon> ok, if you go to options very fast, it does not hang
<uvos> well it stops rendering 3d then
<uvos> dosent hang with newer sdl
<uvos> let me rebuild the thing
<freemangordon> do you have anything in /etc/powervr.ini?
<uvos> no dont have it
<freemangordon> ok
<freemangordon> crashed again]
<freemangordon> not in the menu, but when I choose to play
<freemangordon> 3d, again
<freemangordon> no
<uvos> hmm
<freemangordon> fonts are not fuzzy
<uvos> (as requested to test by upstream)
<uvos> thats probubly it
<uvos> the version in the extras repo is whatever debian packages
<freemangordon> could you provide your binary, to test here?
<uvos> sure
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<freemangordon> nope, still crashes
<uvos> blurry fonts?
<freemangordon> no
<uvos> wtf
<uvos> it has blurry fonts also on llvmpipe here and also on desktop+amdgpu
<freemangordon> no idea
<freemangordon> oh, could it be -common or -data package?
<uvos> maybe
<freemangordon> where do you get those from?
<freemangordon> debian repo?
<uvos> not sure, i might have installed something custom built before i dropped building those in neverball-gles
<uvos> sec
<freemangordon> common/data are 1.6.0+git20180603-2
<freemangordon> gles is 1.6.0+git20180603-4
<freemangordon> so that might be the issue
<uvos> Removing neverball-data (1.6.0+git20180603-2)
<uvos> i have the same thing
<uvos> or had
<freemangordon> no idea then
<uvos> turns out neverball is very toublesome :P
<freemangordon> :D
<uvos> and in the end its almost unplayable without a mouse
<uvos> :P
<freemangordon> why mouse, I remeber seeing that on n900 using the accel
<uvos> you can make it use accel
<freemangordon> ah
<uvos> i even built a utility
<uvos> to make that happen
<uvos> but it still sucks if you cant control the mouse
<uvos> /camera
<freemangordon> I seee
<freemangordon> ok, I really wonder why you see blurred fonts and I don;t
<freemangordon> cool
<uvos> i reinstalled data
<uvos> and it still works fine
<freemangordon> still blurry?
<uvos> yeah
<uvos> ill rebuild a new copy later
<uvos> maybe its becuse i bult the current one against _something_ old
<uvos> but even then idk why the binary dosent work
<freemangordon> may I have your neverballrc?
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<freemangordon> ugh aniso 8
<uvos> sure its on my host
<uvos> multisample 0
<freemangordon> I would say those are not default setting
<uvos> i gues, not that i remember changing anything
<uvos> i also deleted the whole directory for https://github.com/Neverball/neverball/issues/280
<uvos> dident change anything then
<uvos> but i also have .neverball-dev and .neverball
<uvos> hmm
<freemangordon> I have only .neverball-dev
<freemangordon> yeah, it works now
<uvos> so dose it hang wiht my rc
<uvos> ok
<uvos> mutisample causes it to hang then i gues?
<freemangordon> I would guess that 8x anosotropic filtering could be it
<freemangordon> lemme check which one it is
<uvos> maybe i deleted .neverball
<uvos> isntead of -dev
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<freemangordon> hmm, but now fonts are way smaller
<freemangordon> lemme revert to my config
<uvos> ha
<uvos> yeah
<uvos> if i delete .neverball-dev it hangs
<uvos> aha
<uvos> so i deleted .neverball thinking it was using that
<freemangordon> multisample is set to 0, so it is not that one
<uvos> it also has the wrong aspect ratio
<uvos> after deletion
<uvos> hm
<uvos> i rebooted my device and sgx has not recoverd
<uvos> it renders hildon just black
<freemangordon> never seen such issue here
<uvos> yeah its not comeing back, ill remove the battery for a while
<freemangordon> ok, got it working with good fonts
<freemangordon> uvos: the option that crashes it seems to be 'shadow'
<freemangordon> uvos: yep, that's it, the shadow
<uvos> and what causes blurry fonts?
<uvos> that would be good to know for 280
<freemangordon> well, you can do diff betwwen your 'blurry' setting and default and start playing with differences
<freemangordon> what is "textures 4" ?
<freemangordon> uvos: yep, that's it
<freemangordon> setting textures to 4 makes fonts blurry
<uvos> right
<uvos> let me update upstream on this
<freemangordon> I don;t see this documented
<uvos> see what documented?
<freemangordon> what "textures" setting means
<uvos> it reduces the texure size by 4
<uvos> if set to for
<uvos> you can see it on the foor etc
<uvos> but in gles1 mode it also changes the size of the fonts
<uvos> in ogl mode it dosent
<freemangordon> ok, but is not documented :)
<uvos> sure
<uvos> anyhow i informed upstream about that bug
<uvos> not sure what to do about the shadow bug, thats in sgx obv.
<freemangordon> and what about "shadow"?
<freemangordon> not sure
<uvos> well sgx should never crash no matter what the application dose
<freemangordon> yeah
<uvos> so even if the shadow implementaion is terrible it should not crash the device
<freemangordon> agree
<freemangordon> but not much we can do
<uvos> yeah
<uvos> disable it by default it gues
<uvos> is all we cant do
<uvos> *can
<freemangordon> yeah
<uvos> in unrelated news: the shadow implementation in openlara is also broken on sgx
<freemangordon> I wonder if we can somehow get some support from TI
<uvos> dosent crash the device.. but
<uvos> well try it
<freemangordon> uvos: maybe it is SDL that does not plays nice
<uvos> i doubt
<uvos> in openlara its a shader
<uvos> also its gles2
<freemangordon> yeah
<freemangordon> I wonder if we can somehow workaround that with powervr.ini settings
<freemangordon> anyway, its late here, going to zzz
<freemangordon> night!
<uvos> night
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