GBM Video Driver - Retro Gaming - Tinkering Image Howto

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Wed Feb 27, 2019 10:08 pm

Is the kernel patch for drm still relevant or is it in the mainline kernel now?

wget -O drm_plane_fix.patch https://pastebin.com/raw/MiTbZsPs
patch -p1 < drm_plane_fix.patch

that fails for me when i try to make odroidxu4_defconfig:

make odroidxu4_defconfig
HOSTCC scripts/basic/fixdep
HOSTCC scripts/kconfig/conf.o
SHIPPED scripts/kconfig/zconf.tab.c
SHIPPED scripts/kconfig/zconf.lex.c
SHIPPED scripts/kconfig/zconf.hash.c
HOSTCC scripts/kconfig/zconf.tab.o
HOSTLD scripts/kconfig/conf
drivers/amlogic/media_modules/Kconfig:97:warning: ignoring type redefinition of 'AMLOGIC_MEDIA_ENHANCEMENT_DOLBYVISION' from 'boolean' to 'tristate'
***
*** Can't find default configuration "arch/arm/configs/odroidxu4_defconfig"!
***
scripts/kconfig/Makefile:112: recipe for target 'odroidxu4_defconfig' failed
make[1]: *** [odroidxu4_defconfig] Error 1
Makefile:583: recipe for target 'odroidxu4_defconfig' failed
make: *** [odroidxu4_defconfig] Error 2

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Wed Feb 27, 2019 11:33 pm

freebs wrote:
Wed Feb 27, 2019 10:08 pm
Is the kernel patch for drm still relevant or is it in the mainline kernel now?

wget -O drm_plane_fix.patch https://pastebin.com/raw/MiTbZsPs
patch -p1 < drm_plane_fix.patch

that fails for me when i try to make odroidxu4_defconfig:

make odroidxu4_defconfig
HOSTCC scripts/basic/fixdep
HOSTCC scripts/kconfig/conf.o
SHIPPED scripts/kconfig/zconf.tab.c
SHIPPED scripts/kconfig/zconf.lex.c
SHIPPED scripts/kconfig/zconf.hash.c
HOSTCC scripts/kconfig/zconf.tab.o
HOSTLD scripts/kconfig/conf
drivers/amlogic/media_modules/Kconfig:97:warning: ignoring type redefinition of 'AMLOGIC_MEDIA_ENHANCEMENT_DOLBYVISION' from 'boolean' to 'tristate'
***
*** Can't find default configuration "arch/arm/configs/odroidxu4_defconfig"!
***
scripts/kconfig/Makefile:112: recipe for target 'odroidxu4_defconfig' failed
make[1]: *** [odroidxu4_defconfig] Error 1
Makefile:583: recipe for target 'odroidxu4_defconfig' failed
make: *** [odroidxu4_defconfig] Error 2
No it's not, but you have to revert that code snipped I gave you, I told you already yesterday, also Hardkernel's Linux master is N2 (AmLogic) now and not XU4 anymore ;)

edit: I have changed the patch and wrote a note that one can skip the part with kernel patching

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Thu Feb 28, 2019 10:59 am

ok followed instructions as u gave them to me.. applied that last snippet.. kodi still fails to build.. I'm at a loss .. tried several times.. checked my depends..

fails here ..all the time..

In file included from /home/kodi/xbmc/xbmc/cores/VideoPlayer/VideoRenderers/HwDecRender/DRMPRIMEEGL.h:12:0,
from /home/kodi/xbmc/xbmc/cores/VideoPlayer/VideoRenderers/HwDecRender/RendererDRMPRIMEGLES.h:12,
from /home/kodi/xbmc/xbmc/windowing/gbm/WinSystemGbmGLESContext.cpp:11:
/home/kodi/xbmc/xbmc/utils/EGLImage.h:29:23: error: ‘DRM_FORMAT_MOD_INVALID’ was not declared in this scope
uint64_t modifier{DRM_FORMAT_MOD_INVALID};
^~~~~~~~~~~~~~~~~~~~~~
/home/kodi/xbmc/xbmc/utils/EGLImage.h:29:45: error: cannot convert ‘<brace-enclosed initializer list>’ to ‘uint64_t {aka long long unsigned int}’ in initialization
uint64_t modifier{DRM_FORMAT_MOD_INVALID};
^
build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/build.make:254: recipe for target 'build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/WinSystemGbmGLESContext.cpp.o' failed
make[2]: *** [build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/WinSystemGbmGLESContext.cpp.o] Error 1
CMakeFiles/Makefile2:11495: recipe for target 'build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/all' failed

[ 96%] Linking CXX static library legacy_interface.a
[ 96%] Built target legacy_interface
Makefile:138: recipe for target 'all' failed
make: *** [all] Error 2

have you compiled lately.. maybe I'm banging my head against a wall. :)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by MysteryScience » Thu Feb 28, 2019 4:24 pm

Hi capitan @AreaScout

I tested the lastest changes and I must said that everything works just fine, Great work capitan!! =))))

I was able to compiled PPSSPP and RetroArch, but GoW still runs in PPSSPP very very slow, like 48 to 58% speed at max, I think maybe its due the lastest changes because my last test was on December and I was able to run GoW at 78 to 85% speed, beside that, the others games just works flawlessly.

I will try to compile an older version of PPSSPP and tested with the new EGL libraries, and test a little more with Reicast core today.

One more question capitan, its posible to compile mupen64plus libretro? still dont try it myself but maybe have you try it before? I mean, I found an old post from you about compiling Mupen64Plus but no the libretro version, in this link and v0ltumna's guide too

viewtopic.php?f=91&t=5258

but it will compiled / work with this GBM / mali's GLES driver configuration? well I know there is only one way to find out, but still any hints Senpain are more than welcome, I want to keep learning and Im learning a lot from this.

Kind regards and many thanks again my friend :)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Thu Feb 28, 2019 6:48 pm

freebs wrote:
Thu Feb 28, 2019 10:59 am
ok followed instructions as u gave them to me.. applied that last snippet.. kodi still fails to build.. I'm at a loss .. tried several times.. checked my depends..

fails here ..all the time..

In file included from /home/kodi/xbmc/xbmc/cores/VideoPlayer/VideoRenderers/HwDecRender/DRMPRIMEEGL.h:12:0,
from /home/kodi/xbmc/xbmc/cores/VideoPlayer/VideoRenderers/HwDecRender/RendererDRMPRIMEGLES.h:12,
from /home/kodi/xbmc/xbmc/windowing/gbm/WinSystemGbmGLESContext.cpp:11:
/home/kodi/xbmc/xbmc/utils/EGLImage.h:29:23: error: ‘DRM_FORMAT_MOD_INVALID’ was not declared in this scope
uint64_t modifier{DRM_FORMAT_MOD_INVALID};
^~~~~~~~~~~~~~~~~~~~~~
/home/kodi/xbmc/xbmc/utils/EGLImage.h:29:45: error: cannot convert ‘<brace-enclosed initializer list>’ to ‘uint64_t {aka long long unsigned int}’ in initialization
uint64_t modifier{DRM_FORMAT_MOD_INVALID};
^
build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/build.make:254: recipe for target 'build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/WinSystemGbmGLESContext.cpp.o' failed
make[2]: *** [build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/WinSystemGbmGLESContext.cpp.o] Error 1
CMakeFiles/Makefile2:11495: recipe for target 'build/windowing/gbm/CMakeFiles/windowing_Gbm.dir/all' failed

[ 96%] Linking CXX static library legacy_interface.a
[ 96%] Built target legacy_interface
Makefile:138: recipe for target 'all' failed
make: *** [all] Error 2

have you compiled lately.. maybe I'm banging my head against a wall. :)
freebs what are you doing -> lol, not having DRM_FORMAT_MOD_INVALID defined means you are using an outdated libdrm2 and libdrm-dev and if you are using the Ubuntu minimal image from the first post in this thread
the libdrm library is an up-to-date one, so either you are using an outdated image to build kodi or you have somehow installed and older version of libdrm, so what of the two options are you on ?

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Thu Feb 28, 2019 7:30 pm

MysteryScience wrote:
Thu Feb 28, 2019 4:24 pm
Hi capitan @AreaScout

I tested the lastest changes and I must said that everything works just fine, Great work capitan!! =))))

I was able to compiled PPSSPP and RetroArch, but GoW still runs in PPSSPP very very slow, like 48 to 58% speed at max, I think maybe its due the lastest changes because my last test was on December and I was able to run GoW at 78 to 85% speed, beside that, the others games just works flawlessly.

I will try to compile an older version of PPSSPP and tested with the new EGL libraries, and test a little more with Reicast core today.

One more question capitan, its posible to compile mupen64plus libretro? still dont try it myself but maybe have you try it before? I mean, I found an old post from you about compiling Mupen64Plus but no the libretro version, in this link and v0ltumna's guide too

viewtopic.php?f=91&t=5258

but it will compiled / work with this GBM / mali's GLES driver configuration? well I know there is only one way to find out, but still any hints Senpain are more than welcome, I want to keep learning and Im learning a lot from this.

Kind regards and many thanks again my friend :)
v0ltumna's guide -- yes sad that he isn't around anymore, I really liked this guy, I mean he really had some nice guides :roll:

I have compiled mupen64plus libretro a million of times I think :) But not for a year now, so I am not up-to-date on this, normally I only post build tutorials from which I have modified the source code to add improvements or when the core is notorious hard to build.

My changes for PPSSPP are upstream now which was touchscreen support, easy build for ODROID's plus some stability patches, for vice 64 emulator it was the no border hack

You can use pre-build binaries found from here, it's huge:

https://oph.mdrjr.net/meveric/pool/xu3/libr/ and here https://oph.mdrjr.net/meveric/pool/main/libr/

As you can see it's meveric repo, some of the cores I helped him but the most of the cores he did, it's crazy cool

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Thu Feb 28, 2019 10:35 pm

that is the image i used..
libdrm-dev is already the newest version (2.4.74-1).
libdrm2 is already the newest version (2.4.74-1).
these are my versions.. is that correct

I'll start over.. although i have it running, i just would like to compile the latest and compile pvr-iptvsimple.

Ahh. it's all fun and games..thanks!

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Fri Mar 01, 2019 1:13 am

freebs wrote:
Thu Feb 28, 2019 10:35 pm
that is the image i used..
libdrm-dev is already the newest version (2.4.74-1).
libdrm2 is already the newest version (2.4.74-1).
these are my versions.. is that correct

I'll start over.. although i have it running, i just would like to compile the latest and compile pvr-iptvsimple.

Ahh. it's all fun and games..thanks!
No, it should be 2.4.91-2 and with latest updates 2.4.95 ;)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Fri Mar 01, 2019 3:13 am

yay! compiled.. thanks dude!

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Fri Mar 01, 2019 9:36 am

Ok kodi built.. still no iptv yet.. but that's another story..
however kodi crashes on start with this WARNING: CDRMUtils::FindPlane - could not find plane

What might I have done wrong now ?

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Fri Mar 01, 2019 6:30 pm

freebs wrote:
Fri Mar 01, 2019 9:36 am
Ok kodi built.. still no iptv yet.. but that's another story..
however kodi crashes on start with this WARNING: CDRMUtils::FindPlane - could not find plane

What might I have done wrong now ?
I thought I have changed / edit my kodi howto, but somehow the changes didn't get inherited

Make sure that xbmc/xbmc/windowing/gbm/DRMUtils.cpp line 355 looks like this:

Code: Select all

if (SupportsFormat(plane, DRM_FORMAT_NV12))
Then compile and install it again, it should work

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Fri Mar 01, 2019 10:27 pm

ok thanks bud.. I'll let ya know :)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by freebs » Fri Mar 01, 2019 11:17 pm

Wooo hooo success! thank you very much!
I gotta takes notes...

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by hominoid » Tue Mar 05, 2019 11:44 pm

I'm not a gamer but I have been playing around with your build and having a lot of fun! Thanks for the great work! :)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Wed Mar 06, 2019 2:58 am

hominoid wrote:
Tue Mar 05, 2019 11:44 pm
I'm not a gamer but I have been playing around with your build and having a lot of fun! Thanks for the great work! :)
And thank you for that positive feedback :)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by PattonPlays » Mon Mar 11, 2019 7:52 am

Hey there, hope someone can give me a hand, first time doing anything like this. For some reason when I get to the dpkg -i mali-x11....... part it said the requested operation requires superuser privilege. I think I have that activated though. The user is in a bright neon green. Is that correct?

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by mad_ady » Mon Mar 11, 2019 2:18 pm

You need to run it as root. It's best if you do sudo su to switch to root before running that command.

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Mon Mar 11, 2019 11:56 pm

PattonPlays wrote:
Mon Mar 11, 2019 7:52 am
Hey there, hope someone can give me a hand, first time doing anything like this. For some reason when I get to the dpkg -i mali-x11....... part it said the requested operation requires superuser privilege. I think I have that activated though. The user is in a bright neon green. Is that correct?
Hey PattonPlays

Nice to see you here :) I have watched your YouTube Channel several times :) Nice work, but on some Games (i.e PPSSPP) I felt like I already played some games with better performance like one could see in the videos, so I tried the newest PPSSPP and it really lost some speed compared to the last time I checked it, we had that also in the past, PPSSPP is changing a lot, sometimes with better performance on some titles sometimes worse.

If you want to see the same performance for i.e GoW Chains of Olympus, then you would have to reset your lokal branch to something back in September last year I guess with

Code: Select all

cd ppsspp
git reset --hard 57bf9e3
cmake -DUSING_EGL=OFF -DUSING_GLES2=ON -DUSE_FFMPEG=YES -DUSE_SYSTEM_FFMPEG=NO .
make -j7
./PPSSPPSDL --fullscreen
This is the good thing if you compile for yourself, you can choose the version with best performance for your own

Have fun and keep up your cool testings :)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by MysteryScience » Mon Mar 18, 2019 12:55 am

AreaScout wrote:
Mon Mar 11, 2019 11:56 pm

Hey PattonPlays

Nice to see you here :) I have watched your YouTube Channel several times :) Nice work, but on some Games (i.e PPSSPP) I felt like I already played some games with better performance like one could see in the videos, so I tried the newest PPSSPP and it really lost some speed compared to the last time I checked it, we had that also in the past, PPSSPP is changing a lot, sometimes with better performance on some titles sometimes worse.

If you want to see the same performance for i.e GoW Chains of Olympus, then you would have to reset your lokal branch to something back in September last year I guess with

Code: Select all

cd ppsspp
git reset --hard 57bf9e3
cmake -DUSING_EGL=OFF -DUSING_GLES2=ON -DUSE_FFMPEG=YES -DUSE_SYSTEM_FFMPEG=NO .
make -j7
./PPSSPPSDL --fullscreen
This is the good thing if you compile for yourself, you can choose the version with best performance for your own

Have fun and keep up your cool testings :)
Hi capitan,

Thanks for confirming my suspicion, in fact I have done the same (check out an old brach for PPSSPP), looks like the new version they are trying to optimize Vulkan for most of the games (is what I think) but in lost some perfomance with another games like GoW, I can confirm that you need a branch from like September 12th around that date (I try September 30th and the perfomance its no so good, playable but no so good)

if you want to fetch the list of commits use git log and check for the needed commit hash and the you can run or git reset --hard commit_sha or git checkout commit_sha

Kind regards.

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by PattonPlays » Tue Mar 19, 2019 1:19 am

AreaScout wrote:
Mon Mar 11, 2019 11:56 pm
PattonPlays wrote:
Mon Mar 11, 2019 7:52 am
Hey there, hope someone can give me a hand, first time doing anything like this. For some reason when I get to the dpkg -i mali-x11....... part it said the requested operation requires superuser privilege. I think I have that activated though. The user is in a bright neon green. Is that correct?
Hey PattonPlays

Nice to see you here :) I have watched your YouTube Channel several times :) Nice work, but on some Games (i.e PPSSPP) I felt like I already played some games with better performance like one could see in the videos, so I tried the newest PPSSPP and it really lost some speed compared to the last time I checked it, we had that also in the past, PPSSPP is changing a lot, sometimes with better performance on some titles sometimes worse.

If you want to see the same performance for i.e GoW Chains of Olympus, then you would have to reset your lokal branch to something back in September last year I guess with

Code: Select all

cd ppsspp
git reset --hard 57bf9e3
cmake -DUSING_EGL=OFF -DUSING_GLES2=ON -DUSE_FFMPEG=YES -DUSE_SYSTEM_FFMPEG=NO .
make -j7
./PPSSPPSDL --fullscreen
This is the good thing if you compile for yourself, you can choose the version with best performance for your own

Have fun and keep up your cool testings :)
Hey tehre I'm glad you stumbled across my channel lol. I'm very new to linux but I think I got all of this done correctly except that last part you posted up there. I get this:

https://drive.google.com/file/d/1Ow2Q4h ... sp=sharing

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by MysteryScience » Tue Mar 19, 2019 7:02 am

Well, looks like we cannot compile PPSSPP anymore

now it gives this error when you run the make command

[100%] Linking CXX executable PPSSPPSDL
lib/libCore.a(TextureDecoder.cpp.o): In function `CheckAlphaRGBA8888Basic(unsigned int const*, int, int, int)':
TextureDecoder.cpp:(.text+0xe04): undefined reference to `CheckAlphaRGBA8888NEON(unsigned int const*, int, int, int)'
lib/libCore.a(TextureDecoder.cpp.o): In function `CheckAlphaABGR4444Basic(unsigned int const*, int, int, int)':
TextureDecoder.cpp:(.text+0xe90): undefined reference to `CheckAlphaABGR4444NEON(unsigned int const*, int, int, int)'
lib/libCore.a(TextureDecoder.cpp.o): In function `CheckAlphaABGR1555Basic(unsigned int const*, int, int, int)':
TextureDecoder.cpp:(.text+0xf1c): undefined reference to `CheckAlphaABGR1555NEON(unsigned int const*, int, int, int)'
lib/libCore.a(TextureDecoder.cpp.o): In function `CheckAlphaRGBA4444Basic(unsigned int const*, int, int, int)':
TextureDecoder.cpp:(.text+0xfa8): undefined reference to `CheckAlphaRGBA4444NEON(unsigned int const*, int, int, int)'
lib/libCore.a(TextureDecoder.cpp.o): In function `CheckAlphaRGBA5551Basic(unsigned int const*, int, int, int)':
TextureDecoder.cpp:(.text+0x1034): undefined reference to `CheckAlphaRGBA5551NEON(unsigned int const*, int, int, int)'
collect2: error: ld returned 1 exit status
CMakeFiles/PPSSPPSDL.dir/build.make:909: recipe for target 'PPSSPPSDL' failed
make[2]: *** [PPSSPPSDL] Error 1
CMakeFiles/Makefile2:201: recipe for target 'CMakeFiles/PPSSPPSDL.dir/all' failed
make[1]: *** [CMakeFiles/PPSSPPSDL.dir/all] Error 2
Makefile:129: recipe for target 'all' failed
make: *** [all] Error 2

:(

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by MysteryScience » Tue Mar 19, 2019 5:16 pm

PattonPlays wrote:
Tue Mar 19, 2019 1:19 am

Hey tehre I'm glad you stumbled across my channel lol. I'm very new to linux but I think I got all of this done correctly except that last part you posted up there. I get this:

https://drive.google.com/file/d/1Ow2Q4h ... sp=sharing
Ok, I think I got this, I will try to explain it (bear with me) :mrgreen:

If you run this command git reset --hard 57bf9e3 make that your current branch back to point at <SOME-COMMIT> in this case we lost an importan commit in the CMakeList.

the CMakeList, is a build system that helps you to generate appropriate platform-specific build scripts

so the problem is here in the line 143.txt

message(FATAL_ERROR "Could not find libwayland, but USE_WAYLAND_WSI was enabled. Failing.")

and FATAL_ERROR is like the name can suggest, just stop everything. Building PPSSPPSDL on Linux with Wayland installed but USE_WAYLAND_WSI=OFF still links against Wayland (if installed on the system).

so the new version fix this with this code

change this lines

- message(FATAL_ERROR "Could not find libwayland, but USE_WAYLAND_WSI was enabled. Failing.")

and ADD this

+ message(STATUS "Could not find libwayland, but USE_WAYLAND_WSI was enabled. Failing.")

you only change the FATAL_ERROR, by a STATUS message, it should be work, but dunno if yo could find futher errors.

you could check this thread too:

https://github.com/hrydgard/ppsspp/issues/11536

ANd The another error (that one I posted) looks like something new, because the CMakeList was updated 6 days ago, it was a fresh install, so still need to check that :roll:

Kind regards

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Tue Mar 19, 2019 7:47 pm

MysteryScience wrote:
Tue Mar 19, 2019 5:16 pm
PattonPlays wrote:
Tue Mar 19, 2019 1:19 am

Hey tehre I'm glad you stumbled across my channel lol. I'm very new to linux but I think I got all of this done correctly except that last part you posted up there. I get this:

https://drive.google.com/file/d/1Ow2Q4h ... sp=sharing
Ok, I think I got this, I will try to explain it (bear with me) :mrgreen:

If you run this command git reset --hard 57bf9e3 make that your current branch back to point at <SOME-COMMIT> in this case we lost an importan commit in the CMakeList.

the CMakeList, is a build system that helps you to generate appropriate platform-specific build scripts

so the problem is here in the line 143.txt

message(FATAL_ERROR "Could not find libwayland, but USE_WAYLAND_WSI was enabled. Failing.")

and FATAL_ERROR is like the name can suggest, just stop everything. Building PPSSPPSDL on Linux with Wayland installed but USE_WAYLAND_WSI=OFF still links against Wayland (if installed on the system).

so the new version fix this with this code

change this lines

- message(FATAL_ERROR "Could not find libwayland, but USE_WAYLAND_WSI was enabled. Failing.")

and ADD this

+ message(STATUS "Could not find libwayland, but USE_WAYLAND_WSI was enabled. Failing.")

you only change the FATAL_ERROR, by a STATUS message, it should be work, but dunno if yo could find futher errors.

you could check this thread too:

https://github.com/hrydgard/ppsspp/issues/11536

ANd The another error (that one I posted) looks like something new, because the CMakeList was updated 6 days ago, it was a fresh install, so still need to check that :roll:

Kind regards
Yes that's true, you have to search git log to see whats in and whats not, also you have to issue a git submodule update command after you reset to an certain commit id, ppsspp has a lot of sub modules and therefore is a little bitty about to set sub modules to the same commit id they had at this time.

@PattonPlays

Have fun, linux is really fun to play around and thinker with it, well all that emulation stuff in general is :)

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by MysteryScience » Wed Mar 20, 2019 4:46 pm

AreaScout wrote:
Tue Mar 19, 2019 7:47 pm

Yes that's true, you have to search git log to see whats in and whats not, also you have to issue a git submodule update command after you reset to an certain commit id, ppsspp has a lot of sub modules and therefore is a little bitty about to set sub modules to the same commit id they had at this time.

@PattonPlays

Have fun, linux is really fun to play around and thinker with it, well all that emulation stuff in general is :)

RG
Hi Capitan,

I was able to compile PPSSPP with the commit you point it out. GoW run much much better betwwen 80 and 100% but still its does lag at some point, i will keep testing with another versions and I will test with another HDMI cable (dunno I think something the cable that I have maybe its no the best or gimme some kind of problems)

@PattonPlays

Use this CMakeLists.txt to compile PPSSPP with the version that @AreaScout point it out (is from himself :D)

https://raw.githubusercontent.com/hrydg ... eLists.txt

Kind regarads

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by PattonPlays » Thu Mar 21, 2019 8:52 am

MysteryScience wrote:
Wed Mar 20, 2019 4:46 pm
AreaScout wrote:
Tue Mar 19, 2019 7:47 pm

Yes that's true, you have to search git log to see whats in and whats not, also you have to issue a git submodule update command after you reset to an certain commit id, ppsspp has a lot of sub modules and therefore is a little bitty about to set sub modules to the same commit id they had at this time.

@PattonPlays

Have fun, linux is really fun to play around and thinker with it, well all that emulation stuff in general is :)

RG
Hi Capitan,

I was able to compile PPSSPP with the commit you point it out. GoW run much much better betwwen 80 and 100% but still its does lag at some point, i will keep testing with another versions and I will test with another HDMI cable (dunno I think something the cable that I have maybe its no the best or gimme some kind of problems)

@PattonPlays

Use this CMakeLists.txt to compile PPSSPP with the version that @AreaScout point it out (is from himself :D)

https://raw.githubusercontent.com/hrydg ... eLists.txt

Kind regarads
Oh man you guys are putting a LOT of faith in me being able to do this lol. This is why I do step by step tutorials.

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Thu Mar 21, 2019 5:33 pm

PattonPlays wrote:
Thu Mar 21, 2019 8:52 am
Oh man you guys are putting a LOT of faith in me being able to do this lol. This is why I do step by step tutorials.
:lol: yes, learning by doing is the strategy :D But if you know how to do that you can beat every gaming image floating around in performance ;)

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by Mangasora » Mon Apr 29, 2019 10:33 pm

Hello. Following your tutorial I managed to compile kodi, but I did not succeed with hdmi cec.
I would be very grateful for some advice.

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Tue Apr 30, 2019 12:10 am

Mangasora wrote:
Mon Apr 29, 2019 10:33 pm
Hello. Following your tutorial I managed to compile kodi, but I did not succeed with hdmi cec.
I would be very grateful for some advice.
Do you have this feature enabled ? "Go to Settings -> Player -> Videos and enable adjust display refresh rate to On start/stop" because this will stop cec from working if you have, but without this feature live sucks

Also make sure that you only have one libcec.so laying around, preferably the right one ! Other then that it should work

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by bullghost » Sun May 05, 2019 12:26 am

MysteryScience wrote:
Sat Feb 09, 2019 4:24 am
AreaScout wrote:
Wed Feb 06, 2019 7:12 am
Ahoy sailor

Yes that's true ./autogen.sh needs automake and autoconf, so one who needs to compile it knows for sure now how he can archive his task, with or without -> great !

RG
Hi hi my capitan

I trying to do everything from the begining and now when you run the next command to configure retroarch

Code: Select all

./configure --enable-opengles3 --enable-opengles --enable-neon --enable-floathard --enable-freetype
gives you the next error

"Build assumed that __ARM_NEON__ is defined, but it's not. Exiting..."

I think that RA mess something :/

If I remove --enable-neon it works.

another mistery my capitan :lol:

Kind regards.
another alternative to build Retroarch :

Code: Select all

CFLAGS="-O2 -mcpu=cortex-a7 -mfpu=neon-vfpv4 -mfloat-abi=hard -ftree-vectorize -funsafe-math-optimizations" ./configure --enable-opengles3 --enable-opengles --enable-neon --enable-floathard --enable-freetype

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by Mangasora » Thu May 09, 2019 12:21 am

AreaScout wrote:
Tue Apr 30, 2019 12:10 am
Do you have this feature enabled ? "Go to Settings -> Player -> Videos and enable adjust display refresh rate to On start/stop" because this will stop cec from working if you have, but without this feature live sucks

Also make sure that you only have one libcec.so laying around, preferably the right one ! Other then that it should work

RG
On N2 with CoreElec the same settings HDMI CEC works, but on XU4 stops. Do you know what needs to be changed.

Best Regards

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Thu May 09, 2019 2:07 am

Mangasora wrote:
Thu May 09, 2019 12:21 am
On N2 with CoreElec the same settings HDMI CEC works, but on XU4 stops. Do you know what needs to be changed.

Best Regards
It does only affect the CEC with DRM display adapter driver and a 'lot' is needed and maybe already upstream, the same 'bug' happens with RockChip kernel, here is an attempt of fixing it in kernel https://github.com/Kwiboo/linux-rockchi ... 616b03cc9d and https://github.com/Kwiboo/linux-rockchi ... 25196685e1 it is an attempt to reconnect the cec adapter when display
resolution has changed iirc

If this is already upstream (I doubt it, because then libcec patch wouldn't be needed anymore because this patch waits for 100% upstream kernel support) one has to back port it to 4.14 or wait until we have 5.2 or 5.3 kernel for XU4

With the use of this Kernel patch also the libcec has to be patched with a new experimental patch https://github.com/Pulse-Eight/libcec/pull/380

From what I heard it should work, but I didn't had time to test it

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by paher » Sun May 12, 2019 4:51 am

Hi! I'm trying to compile SDL2 test and got error

Code: Select all

/usr/bin/ld: cannot find -lGL
collect2: error: ld returned 1 exit status
Makefile:248: recipe for target 'testshader' failed
make: *** [testshader] Error 1
Launching PPSSPPSDL after it causes an error

Code: Select all

I: NativeApp.cpp:1301: NativeShutdown called
SDL_CreateWindow failed: SDL not configured with OpenGL/GLX support
GL init error ''
loading control pad mappings from gamecontrollerdb.txt: SUCCESS!
I: NativeApp.cpp:770: NativeInitGraphics
E: MsgHandler.cpp:72: No draw context available!

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Mon May 13, 2019 12:38 am

paher wrote:
Sun May 12, 2019 4:51 am
Hi! I'm trying to compile SDL2 test and got error

Code: Select all

/usr/bin/ld: cannot find -lGL
collect2: error: ld returned 1 exit status
Makefile:248: recipe for target 'testshader' failed
make: *** [testshader] Error 1
Launching PPSSPPSDL after it causes an error

Code: Select all

I: NativeApp.cpp:1301: NativeShutdown called
SDL_CreateWindow failed: SDL not configured with OpenGL/GLX support
GL init error ''
loading control pad mappings from gamecontrollerdb.txt: SUCCESS!
I: NativeApp.cpp:770: NativeInitGraphics
E: MsgHandler.cpp:72: No draw context available!
The first compile error you can ignore, it's just the testshader executable that doesn't compile, all other tests should be compiled, did you test with ./testgles2 ? does that work ?

The second one looks like as if PPSSPPSDL chooses a OpenGL context, are you having multible SDL libraries on your system, you have to be sure that you are using the one which is compiled with --disable-video-opengl, issue a sudo apt remove libsdl2-2.0-0 libsdl2-dev just to be sure, and also double check if you generate the Makefile of PPSSPPSDL with cmake -DUSING_EGL=OFF -DUSING_GLES2=ON -DUSE_FFMPEG=YES -DUSE_SYSTEM_FFMPEG=NO .

RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by paher » Tue May 14, 2019 2:15 am

Sorry my mistake. Thanks for the great work!

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by bullghost » Tue Jul 23, 2019 1:05 am

Hi All need help,
hope someone can help me out,
i having issue on installing Mupen64Plus video rice ,

i have compile and install successful mupen64plus from their repo.
and its working fine with mupen64plus video glide64mk2,

but i need also want to compile mupen64plus video rice ,
i try build from https://github.com/mupen64plus/mupen64p ... tree/2.5.9
it compile fine without error but when i use it and load the game its throw exception
said : SDL_SetVideoMode failed: Could not create EGL window surface

compile :

Code: Select all

make NO_ASM=1 BITS=32 USE_GLES=1 PIC=1 APIDIR=/usr/local/lib all

Code: Select all

/usr/local/bin/mupen64plus --corelib /usr/local/lib/libmupen64plus.so.2.0.0 --gfx /usr/local/lib/mupen64plus/mupen64plus-video-rice.so --configdir /home/odroid/share/system/configs/mupen64/ --datadir /home/odroid/share/s
ystem/configs/mupen64/ /home/odroid/share/roms/n64/Extreme G.v64
INFO -  __  __                         __   _  _   ____  _
|  \/  |_   _ _ __   ___ _ __  / /_ | || | |  _ \| |_   _ ___
| |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
| |  | | |_| | |_) |  __/ | | | (_) |__   _|  __/| | |_| \__ \
|_|  |_|\__,_| .__/ \___|_| |_|\___/   |_| |_|   |_|\__,_|___/
             |_|         https://mupen64plus.org/
Mupen64Plus Console User-Interface Version 2.5.9

UI-Console: attached to core library 'Mupen64Plus Core' version 2.5.9
UI-Console:             Includes support for Dynamic Recompiler.
Core: Using full mem base
Core: Goodname: Extreme-G (U) [!]
Core: Name: extremeg
Core: MD5: 3E660D3F991C0529E90BFEC0244DB31A
Core: CRC: FDA245D2 A74A3D47
Core: Imagetype: .v64 (byteswapped)
Core: Rom size: 8388608 bytes (or 8 Mb or 64 Megabits)
Core: Version: 1444
Core: Manufacturer: Nintendo
Core: Country: USA
UI-Console Status: Cheat codes disabled.
UI-Console: using Video plugin: 'Mupen64Plus OpenGL Video Plugin by Rice' v2.5.9
UI-Console: using Audio plugin: 'Mupen64Plus SDL Audio Plugin' v2.5.9
Input: Using auto-config file at: '/home/odroid/share/system/configs/mupen64/InputAutoCfg.ini'
UI-Console: using Input plugin: 'Mupen64Plus SDL Input Plugin' v2.5.9
UI-Console: using RSP plugin: 'Hacktarux/Azimer High-Level Emulation RSP Plugin' v2.5.9
Core: input plugin did not specify a render callback; there will be no on screen display by the input plugin.
Input: 1 SDL joysticks were found.
Input: Using auto-config file at: '/home/odroid/share/system/configs/mupen64/InputAutoCfg.ini'
Input: N64 Controller #1: Using auto-config with SDL joystick 0 ('Sony PLAYSTATION(R)3 Controller')
Input: 1 controller(s) found, 1 plugged in and usable in the emulator
Input: Rumble activated on N64 joystick #1
Input Warning: Couldn't open rumble support for joystick #2
Input Warning: Couldn't open rumble support for joystick #3
Input Warning: Couldn't open rumble support for joystick #4
Input: Mupen64Plus SDL Input Plugin version 2.5.9 initialized.
RSP: RSP Fallback disabled !
Core: Using video capture backend: dummy
Core: Game controller 0 (Standard controller) has a Memory pak plugged in
Core: Game controller 1 (Standard controller) has nothing plugged in
Core: Game controller 2 (Standard controller) has nothing plugged in
Core: Game controller 3 (Standard controller) has nothing plugged in
Core: Using CIC type X102
Video Error: Could not find .ini file: RiceVideoLinux.ini
Video Error: Unable to read ini file from disk
Video: ROM (CRC d245a2fd473d4aa7-45) not found in INI file
Video: Initializing OpenGL Device Context.
Core: Setting 32-bit video mode: 0x0
Core Error: SDL_SetVideoMode failed: Could not create EGL window surface
Video Error: Failed to set 32-bit video mode: 0x0
Core Status: Rom closed.

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Tue Jul 23, 2019 3:14 am

bullghost wrote:
Tue Jul 23, 2019 1:05 am
Hi All need help,
hope someone can help me out,
i having issue on installing Mupen64Plus video rice ,

i have compile and install successful mupen64plus from their repo.
and its working fine with mupen64plus video glide64mk2,

but i need also want to compile mupen64plus video rice ,
i try build from https://github.com/mupen64plus/mupen64p ... tree/2.5.9
it compile fine without error but when i use it and load the game its throw exception
said : SDL_SetVideoMode failed: Could not create EGL window surface

compile :

Code: Select all

make NO_ASM=1 BITS=32 USE_GLES=1 PIC=1 APIDIR=/usr/local/lib all
Try to set 24 bit video mode instead of 32, it should be configurable inside the rice config file IIRC

RG
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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by bullghost » Wed Jul 24, 2019 12:44 am

AreaScout wrote:
Tue Jul 23, 2019 3:14 am

Try to set 24 bit video mode instead of 32, it should be configurable inside the rice config file IIRC

RG
@AreaScout Great !!!, its working!.
need to change direct from source since in config only have 2 option 32 or 16

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Wed Jul 24, 2019 2:30 am

bullghost wrote:
Wed Jul 24, 2019 12:44 am
@AreaScout Great !!!, its working!.
need to change direct from source since in config only have 2 option 32 or 16
Good ! That GBM video driver mostly needs 24bit pixels while the X11 driver needs 32bit pixels

example source code with X11 video driver change for ODROID's -> https://github.com/supertuxkart/stk-cod ... 13093b8fcd
example code which runs only with 24bit with GBM video driver, you would have to delete this line or set it to zero to make it run with GBM video driver https://github.com/dalerank/nanogui-sdl ... 1.cpp#L470

btw. nanogui examples are worth a try with GBM video driver

Code: Select all

git clone https://github.com/dalerank/nanogui-sdl.git --recursive
cd nanogui-sdl
cmake -DNANOGUI_GL_IMPLEMENTATION:STRING="gles3" .
make -j7
./example1
RG

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by odroid » Wed Jul 24, 2019 9:50 am

bullghost wrote:
Wed Jul 24, 2019 12:44 am
AreaScout wrote:
Tue Jul 23, 2019 3:14 am

Try to set 24 bit video mode instead of 32, it should be configurable inside the rice config file IIRC

RG
@AreaScout Great !!!, its working!.
need to change direct from source since in config only have 2 option 32 or 16
Glad to hear that.
I have a quick question.
Is the Mupen64Plus video rice better(smoother? faster?) than the glide64mk2?

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Wed Jul 24, 2019 3:29 pm

odroid wrote:
Wed Jul 24, 2019 9:50 am
bullghost wrote:
Wed Jul 24, 2019 12:44 am
AreaScout wrote:
Tue Jul 23, 2019 3:14 am

Try to set 24 bit video mode instead of 32, it should be configurable inside the rice config file IIRC

RG
@AreaScout Great !!!, its working!.
need to change direct from source since in config only have 2 option 32 or 16
Glad to hear that.
I have a quick question.
Is the Mupen64Plus video rice better(smoother? faster?) than the glide64mk2?
I was not asked, but back then when I was testing it, rice was not so smooth/beautiful in rendering like glide64mk2 but on some games faster

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by odroid » Wed Jul 24, 2019 3:49 pm

I see. N64 emulation is still quite complicated.
I had to try different cores as well as different video plugins as explained by expert @meveric four years ago. :o ;)
https://magazine.odroid.com/wp-content/ ... df#page=12
https://magazine.odroid.com/wp-content/ ... df#page=17

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Wed Jul 24, 2019 6:04 pm

odroid wrote:
Wed Jul 24, 2019 3:49 pm
I see. N64 emulation is still quite complicated.
I had to try different cores as well as different video plugins as explained by expert @meveric four years ago. :o ;)
https://magazine.odroid.com/wp-content/ ... df#page=12
https://magazine.odroid.com/wp-content/ ... df#page=17
Yes at this time, 2015, meveric and I tested a lot with libretro mupen64plus and the stand alone version, the libretro version was really hard to build, still the core from this time is one of the best nowadays :)

RG
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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by meveric » Wed Jul 24, 2019 9:31 pm

the current libretro core uses a variant of GlideN64 GPU cores which are considered faster, the old cores with rice, glide64mk2 and different other plugins are no longer used and pretty much abandoned.
In fact the standalone emulator also runs best most of the time using the GlideN64 GPU core rather than using rice or glide64mk2.
There's also "parallell" a vulkan based GPU engine.
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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by bullghost » Thu Jul 25, 2019 11:24 pm

AreaScout wrote:
Wed Jul 24, 2019 2:30 am
example source code with X11 video driver change for ODROID's -> https://github.com/supertuxkart/stk-cod ... 13093b8fcd
example code which runs only with 24bit with GBM video driver, you would have to delete this line or set it to zero to make it run with GBM video driver https://github.com/dalerank/nanogui-sdl ... 1.cpp#L470

btw. nanogui examples are worth a try with GBM video driver

Code: Select all

git clone https://github.com/dalerank/nanogui-sdl.git --recursive
cd nanogui-sdl
cmake -DNANOGUI_GL_IMPLEMENTATION:STRING="gles3" .
make -j7
./example1
RG
i try nanogui-sdl examples both working :D , yes its good for testing propose .
also as you said need to remove that line or set the value to zero,
but before can compile i need to install this additional development source before :

Code: Select all

sudo apt-get install libxrandr-dev libxi-dev libxcursor-dev libxinerama-dev libxxf86vm-dev

anyway i try to compile video glide64 its success without error but error on run it with message undefined symbol: glCreateProgramObjectARB

Code: Select all

/usr/local/bin/mupen64plus --corelib /usr/local/lib/libmupen64plus.so.2.0.0 --gfx /usr/local/lib/mupen64plus/mupen64plus-video-glide64.so --configdir /home/odroid/share/system/configs/mupen64/ --datadir /home/odroid/share/system/configs/mupen64/ /home/odroid/share/roms/n64/Extreme\ G.v64
 __  __                         __   _  _   ____  _
|  \/  |_   _ _ __   ___ _ __  / /_ | || | |  _ \| |_   _ ___
| |\/| | | | | '_ \ / _ \ '_ \| '_ \| || |_| |_) | | | | / __|
| |  | | |_| | |_) |  __/ | | | (_) |__   _|  __/| | |_| \__ \
|_|  |_|\__,_| .__/ \___|_| |_|\___/   |_| |_|   |_|\__,_|___/
             |_|         https://mupen64plus.org/
Mupen64Plus Console User-Interface Version 2.5.9

UI-Console: attached to core library 'Mupen64Plus Core' version 2.5.9
UI-Console:             Includes support for Dynamic Recompiler.
Core: Using full mem base
Core: Goodname: Extreme-G (U) [!]
Core: Name: extremeg
Core: MD5: 3E660D3F991C0529E90BFEC0244DB31A
Core: CRC: FDA245D2 A74A3D47
Core: Imagetype: .v64 (byteswapped)
Core: Rom size: 8388608 bytes (or 8 Mb or 64 Megabits)
Core: Version: 1444
Core: Manufacturer: Nintendo
Core: Country: USA
UI-Console Status: Cheat codes disabled.
UI-Console Error: dlopen('/usr/local/lib/mupen64plus/mupen64plus-video-glide64.so') failed: /usr/local/lib/mupen64plus/mupen64plus-video-glide64.so: undefined symbol: glCreateProgramObjectARB
UI-Console Error: Specified Video plugin not found: /usr/local/lib/mupen64plus/mupen64plus-video-glide64.so
Core Status: Rom closed.

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by bullghost » Thu Jul 25, 2019 11:39 pm

meveric wrote:
Wed Jul 24, 2019 9:31 pm
the current libretro core uses a variant of GlideN64 GPU cores which are considered faster, the old cores with rice, glide64mk2 and different other plugins are no longer used and pretty much abandoned.
In fact the standalone emulator also runs best most of the time using the GlideN64 GPU core rather than using rice or glide64mk2.
There's also "parallell" a vulkan based GPU engine.
what i experience so far , libretro mupen64plus + gliden64 or parallell i got very slow , compare with standalone emulator mupen64plus, with mupen64plus standalone what ever the video plugin i use, like n64 rice glide64mk, the speed is great, even some game run like crazy need to slow it down , example is batman beyond return.

about gliden64 , i try compile mupen64plus-video-gliden64 with failed :? ,is something i miss here ?

Code: Select all

cmake -DVEC4_OPT=On -DX86_OPT=Off -DNEON_OPT=On -DCRC_ARMV8=On -DNOHQ=Off -DODROID=On -DVERO4K=Off -DMUPENPLUSAPI=On ../src/
-- The C compiler identification is GNU 7.4.0
-- The CXX compiler identification is GNU 7.4.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found Freetype: /usr/lib/arm-linux-gnueabihf/libfreetype.so (found version "2.8.1")
CMake Error at /usr/share/cmake-3.10/Modules/FindPackageHandleStandardArgs.cmake:137 (message):
  Could NOT find OpenGL (missing: OPENGL_opengl_LIBRARY OPENGL_glx_LIBRARY
  OPENGL_INCLUDE_DIR)
Call Stack (most recent call first):
  /usr/share/cmake-3.10/Modules/FindPackageHandleStandardArgs.cmake:378 (_FPHSA_FAILURE_MESSAGE)
  /usr/share/cmake-3.10/Modules/FindOpenGL.cmake:369 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  CMakeLists.txt:326 (find_package)

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Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

Unread post by AreaScout » Fri Jul 26, 2019 9:46 pm

    I haven't tried it, but on the first look on your log provided -DCRC_ARMV8=On this seems to be wrong, why ARMV8 if you have ARMV7

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    Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

    Unread post by meveric » Sat Jul 27, 2019 3:18 am

    bullghost wrote:
    Thu Jul 25, 2019 11:39 pm

    Code: Select all

    CMake Error at /usr/share/cmake-3.10/Modules/FindPackageHandleStandardArgs.cmake:137 (message):
      Could NOT find OpenGL (missing: OPENGL_opengl_LIBRARY OPENGL_glx_LIBRARY
      OPENGL_INCLUDE_DIR)
    
    It can't find the OpenGL libraries.. the fact that it's searching for GL and GLX also shows it's not building for ARM properly as it should look for GLES and EGL instead.
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    Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

    Unread post by AreaScout » Wed Aug 14, 2019 6:15 am

      @all

      I have added instructions on how to get back and build an older version of PPSSPP because newest is very slow, with the older one you should reach speeds like in my GoW video

      viewtopic.php?f=98&t=32173&p=233632#p233632

      RG

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      Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

      Unread post by AreaScout » Tue Sep 03, 2019 4:12 pm

        I have fixed a dependency bug in my Mali GPU driver package with mesa-common-dev, I have updated the download link in the first post :ugeek:

        RG

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        Re: GBM Video Driver - Retro Gaming - Tinkering Image Howto

        Unread post by crashoverride » Wed Oct 16, 2019 7:16 pm

        It seems that EGL_EXT_image_dma_buf_import is not supported in this Mali driver. The following are the extension strings when using GBM platform:

        Code: Select all

        EGL: Extensions=EGL_KHR_partial_update EGL_KHR_config_attribs EGL_KHR_image EGL_KHR_image_base EGL_KHR_fence_sync EGL_KHR_wait_sync EGL_KHR_gl_colorspace EGL_KHR_get_all_proc_addresses EGL_IMG_context_priority EGL_ARM_pixmap_multisample_discard EGL_ARM_implicit_external_sync EGL_KHR_gl_texture_2D_image EGL_KHR_gl_renderbuffer_image EGL_KHR_create_context EGL_KHR_surfaceless_context EGL_KHR_gl_texture_cubemap_image EGL_EXT_create_context_robustness
        EGL: ClientExtensions=EGL_EXT_client_extensions EGL_EXT_platform_base EGL_KHR_client_get_all_proc_addresses EGL_KHR_platform_x11 EGL_EXT_platform_x11 EGL_KHR_platform_gbm
        
        Any call to eglCreateImageKHR with EGL_LINUX_DMA_BUF_EXT return an error: EGL_BAD_PARAMETER. This behavior also occurs in ARM's GBM/Wayland driver posted on their website. Can this be corrected and EGL_EXT_image_dma_buf_import enabled?

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