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Possible 2D Hardware Acceleration? #94
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I can see that Anbernic RG35XX has a PowerVR SGX544 GPU. On this platform, 2D hardware acceleration should be possible using the GFX driver DirectFB2-gles2 |
Yes, you're right. It's the userspace side we're lacking. PowerVR card drivers are split between kernel drivers and userspace libraries and binaries that "talk" to those drivers. The userspace pretty much translates OpenGLES to a language the kernel driver understands and kernel stuff is there, unfortunately not the userspace :( I'll go ahead and try to compile and add DirectFB2-gles2. Do I need anything like DirectFB2-eglgbm? I'm still new to this and trying to understand how they all fit together. Once I have the GFX driver, will it be still |
I have the I tested this both with the libGLESv2/libEGL generated by my buildroot toolchain, and also using swiftshader ones but no luck.
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Yes, in this case it is necessary to use a system module based on EGL. |
Here's the one from my toolchain;
And here's the one I compiled from swiftshader
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OK, I assume you also have a /dev/dri/card0 device file on your embedded filesystem. As SwiftShader is a CPU-based implementation, I would focus on your toolchain's binary to expect 2D hardware acceleration. To get an idea of the performance, you can first test df_andi and df_dok examples. Note that there are still some issues to resolve when using the DirectFB2-eglgbm system module combined with the DirectFB2-gles2 GFX driver (hardware acceleration). |
I know this may be a too generic question, but what are my options to have some sort of 2D hardware acceleration enabled using DirectFB2?
Background;
1 - Trying to port an SDL2 application to my handheld gaming device which uses a quad-core ARM Cortex-A9 CPU
2 - The kernel is unfortunately closed, can't access to GPU. On the device I can only see
/dev/fb0
and/dev/fb1
So that I decided to usedirectfb
forSDL_VIDEODRIVER
3 - Here's my
.directfbrc
and directfb startup logs..
NEON support is enabled using the currently open PR.
Currently, I managed to have Generic Software Rasterizer running, which gives a ~30 fps for my app (By the way, thanks to your work, this is actually much better than DirectFB v1.7.7 which was ~20) and looking for some pointers if I could do/try/test anything more.
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