clutk status update 2010/09/14
Jammy Zhou
jammy.zhou at linaro.org
Wed Sep 15 13:58:43 BST 2010
After debugging into glBindFramebuffer, the error is not for this API call.
And the GL_INVALID_OPERATION error should be caused by previous opengl call,
for which CheckGLError is not called.
Regards,
Jammy
On Wed, Sep 15, 2010 at 9:19 AM, Jammy Zhou <jammy.zhou at linaro.org> wrote:
> Hi Jesse,
>
> Thanks for your point. I can confirm that the fbo extension is available
> there for this functionality, and there is no such error messages when call
> the same function in other clutk test cases. And yes, the run-time check
> for the fbo capability is not implemented, it is assumed that this extension
> is supported by default now (It should not be a problem for opengl es2.0
> driver with fbo extension supported, I think).
>
> Regards,
> Jammy
>
>
> On Wed, Sep 15, 2010 at 5:22 AM, Jesse Barker <jesse.barker at arm.com>wrote:
>
>> Jammy,
>>
>> With respect to the CheckGLError assertion in test-clutk-perf, assuming
>> that glGetError is called per OpenGL entry point (i.e. you are not
>> seeing an error triggered by another call), the only way you should be
>> seeing an invalid operation when setting framebuffer binding(s) back to
>> the default (glBindFramebuffer(GL_FRAMEBUFFER, 0)) is if the framebuffer
>> object extension functionality is simply not there (your OpenGL or GLES
>> implementation is too old). I notice that the 'WITH_GLES' paths have
>> fewer checks for capabilities. Is it possible that the code is simply
>> not checking at the moment?
>>
>> cheers,
>> Jesse
>>
>> On Tue, 2010-09-14 at 17:23 +0800, Jammy Zhou wrote:
>> > Hi Alexander,
>> >
>> > On Tue, Sep 14, 2010 at 4:31 PM, Alexander Sack <asac at linaro.org>
>> > wrote:
>> > On Tue, Sep 14, 2010 at 9:38 AM, Jammy Zhou
>> > <jammy.zhou at linaro.org> wrote:
>> > >
>> > > Issues Fixed:
>> > > + Normalize clutter vetex positions to adapt to the vertex
>> > shader
>> > > + Use GL_TRIANGLE_FAN to implement original used GL_QUADS
>> > primitive, which
>> > > is not supported by gles2
>> > > + Comment out cogl_flush() call in some functions (such as
>> > > ctk_effect_blur_paint) to make sure following gles2
>> > rendering can be shown
>> > > + Fix render to cached texture problems
>> >
>> >
>> > very nice.
>> >
>> > is the cogl_flash call comment something we want to keep or
>> > does that
>> > show an underlying issue we should try to fix?
>> >
>> > [jammy] Because cogl_flush is implemented based on fixed pipeline, if
>> > we want to really fix it, we may need to use cogl for gles2 support in
>> > clutk, I think. So I just comment out them in some proper places for a
>> > workaround.
>> >
>> >
>> >
>> > >
>> > > Issues Left:
>> > > + run test-clutk, there is crash at
>> > "/Effect/Animation/Animation" test
>> > > suite. This issue has already been reported by Alexandros,
>> > see
>> > > https://bugs.launchpad.net/clutk/+bug/614415, and it should
>> > be an upstream
>> > > problem.
>> >
>> >
>> > neil replied in the other mail thread and has a patch for
>> > clutter that
>> > we should try. maybe see if that helps
>> >
>> > [jammy] I have tried the patch from Neil, and it works, but now there
>> > is the same issue for glBindFramebuffer as mentioned below at
>> > "/Effect/Animation/Signals" test suite when run test-clutk.
>> >
>> >
>> >
>> > > + when run "test-clutk-perf 0 10 125 5 single animated blur
>> > 0.3.2 GMA950 2.1
>> > > 1 10", crash happens with following error message. The error
>> > happens when
>> > > call glBindFramebuffer (GL_FRAMEBUFFER, 0).
>> > > Clutk-WARNING **: [CheckGLError] GL_INVALID_OPERATION error
>> > in File
>> > > ./ctk-render-target.c at line: 581
>> >
>> >
>> > Is this a regression from our gles port? e.g. if you run the
>> > same
>> > command with desktop gl does it work?
>> >
>> > [jammy] This is a regression from our gles port.
>> >
>> >
>> > > + the actor painting (i.e, "paint_func(actor);" in
>> > ctk_effect_blur_paint)
>> > > seems independent from other gles2 rendering, and it is not
>> > rendered into
>> > > cached texture for later display. This means that we cannot
>> > add special
>> > > effects to the actor.
>> >
>> >
>> > Do you think its a bug that it is independent from other
>> > rendering?
>> > what happens if we try to fix this?
>> >
>> > [jammy] I think it is not a bug, but incompatibility between cogl
>> > rendering and our gles2 rendering.
>> >
>> >
>> >
>> >
>> > --
>> >
>> > - Alexander
>> >
>> > _______________________________________________
>> > linaro-dev mailing list
>> > linaro-dev at lists.linaro.org
>> > http://lists.linaro.org/mailman/listinfo/linaro-dev
>>
>>
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