MythLogBot@irc.freenode.net :: #mythtv

Daily chat history

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gregl, hampton, jpabq, kalamaja, Maliuta_, markspieth, MythLogBot, ramshadow, rhpot199`, aloril, Anssi, ChanServ, clever, davic, eharris, ElmerFudd, enyc, frobnic, ghoti, gigem, GreyFoxx, ijc_, jheizer, jya, k-man, KdW, knowledgejunkie, libsci, mad_enz, MitchCapper, mkbloke, MythBuild, ooshlablu, Overlordz, Panic, poptix, pppingme, RokLobsta, Simon--, sphery, stuarta, Tobbe5178, tonsofpcs, tris, vesper11, wangel, Warped, warpme_, xris, zbot, _charly_, MythNotifyBot_, brfransen, peper03_
Wednesday, January 29th, 2020, 01:59 UTC
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[12:02:22] warpme_: markk_: re DI problem with livetv: i'm on business trip and i'll be back at Friday. as soon i'll get home – will test current master and report back.
[12:07:22] warpme_: markk_: just fyi regarding mali450 3D restrictions for rednering video on EGL surfaces: Note that Mali4x0 doesn't support YUV formats, so you'll need 3 textures (1 for each plane) to do YUV -> RGB conversion in shader. Make sure you don't do any calculations on texture coordinates though since Mali4x0 supports only fp16 (aka mediump) in fragment shader, so doing any calculations on texture coordinates effectively
[12:07:22] warpme_: reduces precision to fp16 and thus 10 bits. If you use varying directly in sampler2D() hardware uses special high-precision path, so coordinates will be fp32." More is here: https://gitlab.freedesktop.org/lima/mesa/issues/130
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[12:33:25] markk_: warpme_: it's not entirely clear to me what that all means – and how to deal with it. the test code is not obvious
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[13:56:16] markspieth2: dynamic_cast fixed at least partially. Did the ones that had Event in them that looked to be shared between libs. Both repos affected. Please test.
[13:56:32] warpme_: markk_: I'm reading this in following way: as s905 vdec provides V4L2_PIX_FMT_NV12M (https://github.com/warpme/minimyth2/blob/9c9d . . . .patch#L578) and lima not supports YUV formats as input – we need convert NV12M (being multi-planar, two-plane version of the YUV 4:2:0 format) to RGB first by lima shader. So
[13:56:32] warpme_: Q1: Isn't that means that in myth we need mandatory shader processing of NV12M->RGB when we are on SoCs with Lima (s905/rk3328/H3/H5)? Also: as v4l2-decode-only plays OK on s905 lima – Q2 arises: isn't that OpenGL is already doing this conversion – but when we are going with EGL DMA BUF route we don't have such converssion?
[14:12:15] markspieth: also make distclean everything
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[14:46:05] hampton: Its working for me here.
[14:46:07] hampton: Do you need all the explicit destructors, or can you mark them as "=default"?
[14:50:14] ** hampton knows that clang-tidy is going to point that out the next time I run it. **
[15:02:16] markk_: hampton: I think that is the point – that the destructor needs to be explicit (or at least one virtual method)
[15:02:55] markk_: I've spotted a few of those warnings around the code (when QtCreator uses the clang checker)
[15:02:59] hampton: Agreed, but I thought =default would force it to create the default (empty) destructor just as mark did explicitly.
[15:03:25] hampton: Appears that I'm wrong, as I just tested using =default for those four destructors and it fails.
[15:04:43] hampton: I'll need to cherry-pick that change into my cleanup branch and tag those empty destructors to be ignored by clang-tidy.
[15:16:09] hampton: Yep, they're all necessary. I tried just forcing the vtable in the base MythEvent, hoping that would force vtables in all derived events, but it didn't work. :-(
[15:16:19] hampton: markspieth: nice work
[15:17:37] ** hampton should have set up his Shield before now. Its been sitting beside my desk forever. **
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[18:04:57] ** peterbennett trying to get more audio formats to work in leanfront **
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[18:25:26] markk_: warpme_: is mali450 driver gles 2 or 3? will do a little testing on my pi4 to see if creating separate textures for YV12 works – but that is gles3. could possibly be faster if it works...
[19:17:20] warpme_: markk_: it is gles2. lima guys also hinted me: mali450 does calculations in fp16 so if we do any calculations on texture coords we will get only 10 bit precision. By this lima guys advised me: "make sure you pass varying directly as coordinates for sampler"
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