Greetings everyone !
Last week I ordered some new SDCard to test my new Tinkerboard, and use it on my new phone and… I got a mail from Amazon that the package went back to Amazon for no provided reasons…
So I ordered some new ones this week-end, hoping I get my STUFF THIS TIME, AMAZON !
Meanwhile, I put back the ugly reboot patch for Tinkerboard systems in my build scripts and, since no new kernel have been released this week, I thought about testing the new KMS interface of libSDL2 and give mupen64 another try !
So, getting, compiling, installing and testing the new SDL2 libraries was very easy ! I’m amazed how fluid that went ! The tests worked perfectly and the KMS interface was used all along, without additional post-installation configuration. No Wayland and no X11 were used during the tests. Just pure OpenGL ES through KMS.
The compilation went basically like this :
./configure --enable-video-opengles2 --disable-video-opengl --enable-video-kmsdrm --disable-video-mir --disable-mir-shared
At that point I had a speedy turning colored cube on the screen, with some logs on the SSH session stating that the Mali drivers were being used.
Then I went to test mupen64plus, a Nintendo 64 emulator, and… The biggest issue with emulators projects is that they tend to be broken into little pieces and I never know which one I should use…
So, in order to get something working, I compiled the following projects :
With the following constants exported :
Each project must be compiled by going into the generated folder (mupen64plus-bla-bla-bla) and typing :
So, I then went to download some N64 ROM for testing purposes. I tried Mario 64 and… The beginning was kind of smooth but the demo with Bowser started to lag terribly when Bowser started to breath flames…
I saw some fragment shader linkage error in the logs, but I don’t know if these were relevant. I tried to fix the issue but it seems that the people who wrote the OpenGL ES shaders in the glide64mk2 renderer are trying to use
gl_FragDepth in the fragment shader, which is not defined nor present in OpenGL ES 2.0.
gl_FragCoord.z being read only, I really don’t know how to fix that…
Still, removing this line and recompiling the renderer didn’t fix the performances issues so I thought about trying some basic Mali driver optimizations.
You can set up the Mali GPU to go full speed constantly by doing the following :
echo `cat available_frequencies | cut -f1 -d" "` > min_freq
echo 20 > polling_interval
Launching mupen64plus again with these optimizations gave a WAY smoother gameplay. There were still some serious slowdowns during the fire breathing scene, but not as much as before.
However, these optimizations generate some serious heat on the MiQi, so a good cooling device might be required.
Still, I can say that “it works”. It still requires a ton of optimizations and rework but… it works !
So here it is, with a little tinkering, you could play various emulators with decent speed on your RK3288 devices, using mainline kernels !
EDIT : My mupen64plus-core patch has been applied upstream and is therefore not needed anymore.