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@pavel After eliminating glReadPixels and having the output buffer mmaped instead: "18.9 MB in 0.08s = 244.4 MB/s"

After putting glTexImage2D out of the loop to emulate zero-copy import from V4L as well:
"18.9 MB in 0.05s = 400.1 MB/s"

dosowisko.net/stuff/bwtest.pat

@brie Unless there's a ton of dependencies to take care of as well, in my experience simply building a fresher deb by myself is usually the best option.

@pavel Megapixels is not an example of how to do things in the most performant way :) OpenGL operates in a VRAM-centric model, it's very copy-heavy. We don't need to copy things around, as our GPUs operate on the exact same memory CPUs do.

See GL_OES_EGL_image_external and docs.kernel.org/userspace-api/

@pavel On 9f076a5, I'm getting 88MB/s with one green channel, 82MB/s with two and 105MB/s with nothing but static gl_FragColor. The three copies it does could be eliminated and I believe texelFetch could make it slightly faster on the GPU side too.

@pavel I'm confused. V4L lets you stream to a CMA dmabuf which should be importable as GL_TEXTURE_EXTERNAL_OES, right? Or am I missing something?

@tizilogic @pavel It's either 8-bit int, or 10-bit int stored as 16-bit.

GC7000L supports compute shaders, but etnaviv isn't there yet.

Naive debayering is easy, but for good picture quality you need much more than that.

@pavel Since I assume you're going to want to pass the rendered image into some kind of video encoder, you may want to make sure that you match stride and alignment requirements with your target buffer so etnaviv will be able to perform linear rendering rather than de-tile it afterwards (though IIRC it's currently gated behind ETNA_MESA_DEBUG).

@pavel No, it's

RGRGRG
GBGBGB

You lose meaningful data if you ignore half of green pixels.

I see no reason why it couldn't be done. Just take care not to introduce needless copies in your processing path. dmabufs are your friends.

@edavies These were Polish eliminations. This year it goes worldwide btw 😁

SLUDGE-based games are ready for testing!

Do you want to expose the deepest secrets of the Tremendous Corporation® and save the games industry?

Are you interested in helping a young man who's out of order in an alien future?

Or will you join the story of Nathan, who wants to get a second chance in life?

scummvm.org/news/20250629/

I’ve made progress with hardware-based transform feedback. 😀

dEQP-GLES3.functional.transform_feedback.*

Test run totals:
Passed: 970/1320 (73.5%)
Failed: 242/1320 (18.3%)
Not supported: 108/1320 (8.2%)
Warnings: 0/1320 (0.0%)
Waived: 0/1320 (0.0%)

#etnaviv #mesa

@devrtz My hometown has won the competition and advanced to the world cup 🥳

📢 Cellbroadcastd 0.0.1 was released yesterday 📢

#cbd provides the following:
- persistent storage of received #CellBroadcast messages
- notifications for user interfaces/DEs to handle
- set channels to subscribe to (based on country)
- CLI tool for inspection/debugging purposes

gitlab.freedesktop.org/devrtz/

Many thanks to @NGIZero for funding, @agx for involving me and tons of review and @snwh for UI design!

#LinuxMobile #Phosh #GNOME #NLnet

Game Publishers keep dropping support for games they have sold to consumers, leaving the games unplayable.

The "Stop Killing Games" European Citizens Initiative demands the EU propose a law to force developers to leave games in a playable state!

It has reached 500k of the 1m needed signatures (deadline July 31). We need your support!

EU Citizens Sign here: eci.ec.europa.eu/045/public/#/

#EUpol #StopKillingGames #VideoGames #ConsumerProtection

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