| Sunday, January 13th, 2019, 00:02 UTC | ||
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| [09:22:53] | mark____: | stuarta: I suspect you've been asked before. Please don't bite my head off:) Is there a reason we don't use something like travis for CI? |
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| [11:55:17] | warpme_: | Hi mark___ |
| [11:55:33] | mark____: | warpme_: morning |
| [11:55:57] | mark____: | i sense a question coming... :) |
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| [11:57:10] | warpme_: | I?m wonder do You have plans (in long term) to suuport video pipeline on arm platforms – where display, video and 3d blocks are discrete and can be glued by kernel DRM subsystem? |
| [11:58:45] | mark____: | I assume you mean non-android? |
| [11:59:13] | warpme_: | yes. I mean linux os running on such SoCs |
| [11:59:30] | warpme_: | linux – kind of GNU/Linux |
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| [12:02:42] | mark____: | well that depends... I, personally, wouldn't want to maintain that code if every SoC has a different implementation. That is essentially where we are with the Pi support but using the broadcom wrappers. |
| [12:04:37] | warpme_: | well – pls look here: https://lists.gt.net/mythtv/dev/620684?#620684 |
| [12:04:37] | ** MythLogBot https://code.mythtv.org/trac/ticket/620684 ** | |
| [12:05:51] | warpme_: | this is a bit innaccurate – but I think future is v4l2 m2m and narrowing support only to v4l2 m2m might be resonable.... |
| [12:09:31] | mark____: | warpme_: first priority is android zero copy. Otherwise if there is FFmpeg support for v4l2 m2m then – then both GLES and DRM prime interop should be feasible – esp. once we're up to speed on the DRM code needed for VAAPI interop. |
| [12:10:52] | warpme_: | saying android zero copy – do You mean i.e. dambuf between ffmpeg decoded frames and drm? |
| [12:12:44] | mark____: | I'm not sure at the moment – just haven't had time to look at it yet – but I'd be amazed if android doesn't have support for MediaCodec<->GLES |
| [12:19:18] | warpme_: | pls look at this: https://github.com/ldts/FFmpeg/commits/v4l2-drm If I?m reading code properly – this set of patches atop of ffmpeg4.02 uses dambuf between ffmpeg and drm. Advantages are imho: 1\zero copy transfers between decoded frames and disaply subsystem; 2\no gles3 reuired; 3\exploits drm (which is imho really nice technology). |
| [12:19:49] | warpme_: | this youtube video is nice about subject: https://www.youtube.com/watch?v=pF6i19oscqg |
| [12:28:21] | warpme_: | look at video from around 16:12 time |
| [12:34:09] | mark____: | warpme_: it'll take me a while to digest that lot. but I think, from the video, the subsequent discussion around egl rendering is key. We also need/want GLES for the whole video/ui presentation. |
| [12:39:19] | warpme_: | Indeed – gles is a must. But for me UI is one thing and 4k60p playback is another. Teoretically gles path with dmabuf_import for video and thesame gles for ui will be most consistent – but probably gles itself might be problem. iirc gles v3 is required for this and iirc only mesa provides v3 today |
| [12:41:27] | mark____: | warpme_: but don't forget we need a way of displaying overlays i.e. OSD – so UI and video cannot be entirely seperate. |
| [12:41:36] | warpme_: | so looking on mesa on arm socs: quite good is freedreno for adreno gfx (qualcom), samsung exynos also is quite good – but both are so expensive that x86 SFC with HD500+ is comparable in price and works perfectly. |
| [12:45:31] | warpme_: | other SoC with really good price/features ratio (s905 & rockchip) are with mali450 and only choice for gles is lima (amlogic is expiring this year licenses – so only lima will be chioce). Q is: will gles implementation on mali450 be good enough to display 4k@60p via gles dmabuf_import path? I doubt so this redirect me to arch with drm prime (video via drm plane); ui/osd via gles |
| [12:47:20] | warpme_: | both (video and osd) mixed on screen via drm subsystem |
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| [16:24:48] | warpme_: | btw: if anybody is interested in drm details: https://kernel-recipes.org/en/2017/talks/an-i . . . m-subsystem/ |
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| [18:56:58] | mark____: | anyone have an idea of what is still using the deprecated UI dialogs? (ignoring plugins for now) |
| [19:10:46] | peterbennett: | mark____: Hi |
| [19:23:47] | mark____: | peterbennett:: evening |
| [19:25:29] | peterbennett: | mark____: This NVDEC stuff uses glew and glut |
| [19:25:29] | stuarta: | mark____: re travis, it's something that hasn't been looked at for some time |
| [19:25:48] | stuarta: | i may revisit in the future, but right now buildbot serves our purposes quite well |
| [19:25:48] | mark____: | peterbennett: arrgh |
| [19:26:32] | mark____: | staurta: I was only curious really – prompted by the amount of time you seem to spend kicking the bots |
| [19:27:01] | stuarta: | mark____: that's mainly because we've moved to a new version which requires pretty significant changes to the config |
| [19:27:14] | stuarta: | mark____: trac is the main problem right now |
| [19:27:29] | stuarta: | errors out on 90% of the commits rather than processing them |
| [19:28:14] | stuarta: | mark____: on the buildbot front i'm pretty happy with where we are, main bounces lately are to add/remove workers and to ensure the pips for the new version were installed |
| [19:28:15] | peterbennett: | GL Extension Wranglet and The OpenGL Utility Toolkit |
| [19:29:09] | peterbennett: | In spite of using all those tools that purport to make openGL easier it looks very complicated |
| [19:29:21] | mark____: | peterbennett: it was just the prospect of adding more libraries – hence the arrgh... |
| [19:31:51] | peterbennett: | mark____: I imagine that those are not needed, they just make things a bit easier – but there are other things needed for this NVDEC stuff – nvidia-cuda-toolkit |
| [19:35:30] | peterbennett: | I am wondering what the difference is between glGenBuffers, geGenBuffersARB, __glewGenBuffersARB |
| [19:36:38] | peterbennett: | At least I don't have to worry about Android for the NVDEC stuff |
| [19:51:56] | mark____: | peterbennett: I'm guessing those are all the same – just wrappers |
| [19:52:37] | mark____: | stuarta: if working, how long do the trac/github hooks take to work |
| [19:53:01] | peterbennett: | mark____: Yes – glut is only used for creating a window and associating it with opengl – we already have that |
| [19:53:50] | mark____: | peterbennett: when you say NVDEC uses glew/glut – is that just the examples? |
| [19:53:53] | gigem: | mark____: I thought Roger Siddons recent changes removed the last remaining code using the old settings. Or were you asking about something else? |
| [19:54:51] | peterbennett: | mark____: Yes – those are used by the examples – I was hoping to steal some code from the examples – so I will have to get rid of the glew and glut stuff out of teh code I steal. |
| [19:56:01] | mark____: | gigem: no – that was exactly what I was after. It's just that I removed the deprecated code from mythmainwindow and that then caused issues with mythdialogs – but then various other classes seem to be using mythdialogs... mythwizard etc |
| [19:56:25] | mark____: | just not sure if all of those classes are deprecated |
| [20:04:16] | peterbennett: | There is some ui function that pops up a deprecated message during compile whenever it is used. I forget what it is. YOu should be able to see it by doing a full make |
| [20:11:10] | peterbennett: | mark____: Oh dear, I cannot believe it – the NVDEC sample program uses OpenGL 1 :( |
| [20:11:24] | peterbennett: | Those ARB functions are all OpenGL 1 |
| [20:20:02] | gigem: | mark____: I don't know anything about those dependencies. Sorry. |
| [20:34:33] | stuarta: | mark____: trac hooks should work pretty much straight away. i can almost guarantee they've broken again |
| [20:34:42] | ** stuarta goes to kick them ** | |
| [20:35:51] | stuarta: | peterbennett: a lot of the plain opengl examples use glew/glut to get access to opengl. you can do away with that when you use the Qt5 opengl interfaces |
| [20:36:46] | stuarta: | peterbennett: i'd suggest comparing some of my opengl test programs with the typical opengl example programs that also draw the triangle |
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| [20:37:18] | stuarta: | one of the reasons i worked through those examples, is that i could not find anywhere examples of the opengl triangle, which used Qt5 rather than glew/glut |
| [20:48:22] | stuarta: | mark____: apologies for the duplicate emails. 3 attempts and the webhook finally completes successfully |
| [20:52:49] | stuarta: | i'm seriously considering trialling redmine as a replacement to trac |
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| [21:11:05] | stuarta: | mark____: i believe we should add you new branch to the build network |
| [21:41:25] | peterbennett: | stuarta: Do you think we should clean up some of the old unused branches? |
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| [23:23:56] | mark____: | stuarta: thanks – all sorted. re adding branch to builds – maybe give it a week or two until it has settled down |
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| [23:29:18] | dizygotheca: | mark____: Yes I have a patch that removes MythDialog. It can go in master. Do you want it in your branch as well. Or instead ? |
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