[clockworkpi-debian] running accelerated 3D with open source lima mali drivers

Another follow up of using the excellent work of @Joao_Manoel on getting debian buster/sid (almost vanilla) working with the clockwork pi, so that we can hope to have an up to date and exiting software platform for the cool hardware that is the gameshell.

Running ksmcube

kmscube is a little demonstration program for how to drive bare metal graphics
without a compositor like X11, wayland or similar, using DRM/KMS (kernel mode
setting), GBM (graphics buffer manager) and EGL for rendering content using
OpenGL or OpenGL ES.

cpi@clockworkpi :~$ dmesg | grep lima
[    0.968926] lima 1c40000.gpu: IRQ ppmmu2 not found
[    0.975264] lima 1c40000.gpu: IRQ ppmmu3 not found
[    0.981620] lima 1c40000.gpu: gp - mali400 version major 1 minor 1
[    0.989395] lima 1c40000.gpu: pp0 - mali400 version major 1 minor 1
[    0.997254] lima 1c40000.gpu: pp1 - mali400 version major 1 minor 1
[    1.005085] lima 1c40000.gpu: IRQ pp2 not found
[    1.011151] lima 1c40000.gpu: IRQ pp3 not found
[    1.017212] lima 1c40000.gpu: l2 cache 64K, 4-way, 64byte cache line, 64bit external bus
[    1.028054] lima 1c40000.gpu: bus rate = 200000000
[    1.034386] lima 1c40000.gpu: mod rate = 384000000
[    1.041011] [drm] Initialized lima 1.1.0 20191231 for 1c40000.gpu on minor 0
cpi@clockworkpi :~$ kmscube 
Using display 0x648110 with EGL version 1.4
===================================
EGL information:
  version: "1.4"
  vendor: "Mesa Project"
  client extensions: "EGL_EXT_device_base EGL_EXT_device_enumeration EGL_EXT_device_query EGL_EXT_platform_base EGL_KHR_client_get_all_proc_addresses EGL_EXT_client_extensions EGL_KHR_debug EGL_EXT_platform_device EGL_EXT_platform_wayland EGL_KHR_platform_wayland EGL_EXT_platform_x11 EGL_KHR_platform_x11 EGL_MESA_platform_gbm EGL_KHR_platform_gbm EGL_MESA_platform_surfaceless"
  display extensions: "EGL_ANDROID_blob_cache EGL_ANDROID_native_fence_sync EGL_EXT_buffer_age EGL_EXT_image_dma_buf_import EGL_EXT_image_dma_buf_import_modifiers EGL_KHR_cl_event2 EGL_KHR_config_attribs EGL_KHR_create_context EGL_KHR_create_context_no_error EGL_KHR_fence_sync EGL_KHR_get_all_proc_addresses EGL_KHR_gl_colorspace EGL_KHR_gl_renderbuffer_image EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_3D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_image EGL_KHR_image_base EGL_KHR_image_pixmap EGL_KHR_no_config_context EGL_KHR_partial_update EGL_KHR_reusable_sync EGL_KHR_surfaceless_context EGL_EXT_pixel_format_float EGL_KHR_wait_sync EGL_MESA_configless_context EGL_MESA_drm_image EGL_MESA_image_dma_buf_export EGL_MESA_query_driver EGL_WL_bind_wayland_display "
===================================
OpenGL ES 2.x information:
  version: "OpenGL ES 2.0 Mesa 20.3.5"
  shading language version: "OpenGL ES GLSL ES 1.0.16"
  vendor: "lima"
  renderer: "Mali400"
  extensions: "GL_EXT_blend_minmax GL_EXT_multi_draw_arrays GL_EXT_texture_format_BGRA8888 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_stencil8 GL_OES_texture_3D GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_EGL_image GL_OES_depth_texture GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_APPLE_texture_max_level GL_EXT_discard_framebuffer GL_EXT_read_format_bgra GL_EXT_frag_depth GL_NV_fbo_color_attachments GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_array_object GL_ANGLE_pack_reverse_row_order GL_EXT_occlusion_query_boolean GL_EXT_unpack_subimage GL_NV_draw_buffers GL_NV_read_buffer GL_NV_read_depth GL_NV_read_depth_stencil GL_NV_read_stencil GL_EXT_draw_buffers GL_EXT_map_buffer_range GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_NV_pixel_buffer_object GL_OES_required_internalformat GL_OES_surfaceless_context GL_EXT_separate_shader_objects GL_EXT_compressed_ETC1_RGB8_sub_texture GL_EXT_draw_elements_base_vertex GL_EXT_texture_border_clamp GL_KHR_context_flush_control GL_OES_draw_elements_base_vertex GL_OES_texture_border_clamp GL_KHR_no_error GL_KHR_texture_compression_astc_sliced_3d GL_KHR_parallel_shader_compile "
===================================
Rendered 118 frames in 2.001675 sec (58.950641 fps)
Rendered 234 frames in 4.009917 sec (58.355327 fps)
Rendered 353 frames in 6.015602 sec (58.680742 fps)

Further reading :

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Was there any more development on this? I’d be interested in a kms/drm driven image as that should provide a significant boost to performance for 3d games. So far I got a basic Godot 3d project running fairly well over 100 FPS:

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