After fixing a handful of bugs, and adding support (still in a slightly hacky way) for some desktop GL (1.4) features (namely, GL_QUADS), I've got gnome-shell working with freedreno:
Full video here I've also made a sort of fedora F18 installer for the touchpad, for anyone out there who wants to give it a spin:
Last weekend was fosdem, where I showed a few more things working on freedreno (compiz, q3a). The recording of the talk is provided by phoronix. Although unfortunately the mic was closer to the audience than me (and I'm not really a loud speaker), and the camera remained pointed at the projector while I was showing the demo, so you miss the exciting bits. So I re-ran the demo and captured it with my advanced cinematic skillz, and without the backlight hickups which plagued the original demo (but had nothing to do with freedreno... have I mentioned before that drivers/video/msm is made of fail?).
Full video here. I still need to fix support for mip-map textures (which you may have noticed in the q3a part), and there are a couple rendering bugs with the unity plugin in compiz, but at least the other compiz plugins I've tried so far seem fine. Until now I have not put much (or really, any) focus on performance and there is definitely some low hanging fruit on the performance front. Unfortunately some of the issues, like proper synchronization between xorg and gl/dri2 client, and flipping rather than doing fullscreen presentation blits, will I think require a proper drm kernel driver. Although I suspect there is room for some compiler optimization and a few other things.
Just a quick update, and a sneak-peak at what is in store for FOSDEM. The freedreno gallium driver has made a lot of progress since the last post (sorry, been too busy hacking to blog about it). But now finally xbmc is working with freedreno:
Full video here. Special thanks to Ricardo Salveti for building a working version of xbmc for 12.10. You can find it in his PPA.
Another quick update, since it has been a while. I've been working for the last month or so on a gallium driver for freedreno, and now it is finally showing signs of life with es2gears:
There are still a lot of little missing pieces (textures, not translating a lot of tgsi shader opcodes, and it won't work for anything that isn't glClear()ing the color/depth/stencil buffers each frame. Although these shouldn't be too hard to add, just takes time. The work-in-progress mesa code is on github: git://github.com/freedreno/mesa.git
Just a quick update, since it has been a while and I haven't had time to update the old blog:
I managed to get stencil buffer working just before XDC, a bit over a month ago.. no exciting looking demo, but the stencil test (which is based on the stencil example in opengles-book-samples) is now working
Since then I have been starting to get things into shape in order to start on a gallium driver. I've written a libdrm_freedreno module to include the common code for interfacing with the kernel driver, needed by xf86-video-freedreno, fdre, and the eventual gallium driver. Eventually we will need a proper DRM kernel driver, but libdrm_freedreno abstracts this well enough that I can concentrate on the 2d/3d userspace parts. The eventually plan is that when there is a proper DRM kernel driver (supporting a pushbuffer type interface, and synchronization between 2d and 3d pipes), libdrm_freedreno will be the point where we support talking to either the new driver or the existing QCOM kernel driver.
I've fixed the problems that were preventing batching in the 2d driver, so now the performance is starting to be decent for xf86-video-freedreno. There is still some room for improvement (we fall back to sw for some sorts of blits that the hardware should be able to support, but libC2D2 does not, primarily blits with mask surfaces.. but I think I understand enough of the 2d registers to implement the missing blits. And also there is probably some room to optimize the cmdstream a bit for batches of blits.)
I've implemented DRI2 support in xf86-video-freedreno and fdre, so now we have: dri2 lols cats:
So the next step, which I should hopefully be starting on in a week or two is the gallium driver! Of course this is still going to be a lot of work, but things are coming along nicely so far :-)
Last weekend I fixed a few issues w/ the assembler to make more complex fragment shaders work, added support for VBO's. And now I've pushed support to enable GL_BLEND. And as a result, I give you open source lolscat:
The model was borrowed from glmark2, the fragment shader uses phong lighting. And two textures are alpha blended in front to give the text.
managed to bang out some basic texture support.. and also multi-tile rendering so I'm not limited to render targets that can fit in GMEM (512KiB on the a220 that I have in my touchpad), and of course this is using the freedreno shader assembler (no need for the binary blob):
maybe some day I'll figure out how to make better quality videos :-P