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RockPro64 4GB
#1
Those lovely people at Pine, have sent me a new toy Big Grin

Another RK3399 board but also a bit of a big beast with lots of ports and extra bits on it, they've been kind enough to supply the heatsink and power supply too.

Sadly though need to wait till the weekend (or next) to play with it, but I'll download whatever OS they have and see what it can do when I've got some spare time
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 



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#2
Just firing it up with Ubuntu, it needs a few things installed, but it does run the maze demo, but it does not look like there are any drivers, mesa is emulating and the demo runs at 24fps on a half size screen

hmm
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 



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#3
Armbian also has no GPU drivers.

so its best for now to work with Ubuntu and hopefully some drivers will come along soon
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 



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#4
oh wait...going back to Ubuntu, and trying glmark2-es2 it might actually be doing a bit more than emulating...I'll try to avoid installing mesa and see if it can handle the demo better
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 



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#5
hmm can't get it to work without mesa, there is a GL folder in place, so maybe it can handle full fat GL better than GLES2.0
Installing the Mesa libs does get it all working, but at half speed on the maze demo, suggesting a lot of emulation, though it is reporting it as a proper Mali 860 with an apparent tonne of good extensions and glmark2 offscreen still gives a reasonable score of around 200 before and after mesa libs installed. Not sure what to make of it.

I'll have to get back to it another time, for now its not as immediately usable as the RockPi4 so hopefully some updates soon will fix that.

This SBC supports version 1.4 of EGL
This GPU supplied by :ARM
This GPU supports :OpenGL ES 3.2 v1.r14p0-01rel0-git(966ed26).f44c85cb3d2ceb87e8be88e7592755c3
This GPU Renders with :Mali-T860
This GPU supports :OpenGL ES GLSL ES 3.20
This GPU supports these extensions :GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_sliced_3d GL_KHR_debug GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed GL_EXT_texture_border_clamp GL_OES_texture_border_clamp GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables GL_OES_sample_shading GL_OES_shader_multisample_interpolation GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader GL_OES_tessellation_shader GL_EXT_primitive_bounding_box GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5 GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image GL_EXT_color_buffer_half_float GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex GL_OES_draw_elements_base_vertex
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 



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