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Author Topic: Fragmentation on Raspberry-pi  (Read 3762 times)
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ker2x
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« on: June 29, 2012, 03:51:22 PM »

yay  embarrass

i received my raspberry-pi. it compiled and it run but i have 2 error.

When i run fragmentarium (default mandelbulb.frag loading) it say :


Code:
QGLFramebufferObject: Framebuffer incomplete attachment.
QGLFramebufferObject: Framebuffer incomplete attachment.
QGLShader::compile: "Error: 2001: Syntax error".
"
QGLShader::compile: "Error: 2001: Syntax error".
"
QGLFramebufferObject: Framebuffer incomplete attachment.
QGLFramebufferObject: Framebuffer incomplete attachment.



when i run mandelbrot.frag :
it loop with this error : Mesa 7.7.1 implementation error: Infinite loop detected in fragment program

Any idea ? smiley
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ker2x
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« Reply #1 on: June 29, 2012, 03:53:14 PM »

Simple 2D System.frag is working  cheesy
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ker2x
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« Reply #2 on: June 29, 2012, 04:08:40 PM »

Simple 2D Escape time fractal.frag is working too

enjoy the photography of a raspberry pi running fragmentarium :
http://photochrome.over-blog.com/fragmentarium-on-raspberry-pi
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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
Sysadmin & DBA @ http://www.over-blog.com/
Syntopia
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« Reply #3 on: June 29, 2012, 04:23:38 PM »

Wow, you got Fragmentarium running on a Raspberry-Pi? Amazing.

How fast is that Mandelbrot (you can see FPS when running in continous mode)?

Code:
QGLFramebufferObject: Framebuffer incomplete attachment.
QGLFramebufferObject: Framebuffer incomplete attachment.
QGLShader::compile: "Error: 2001: Syntax error".
"
QGLShader::compile: "Error: 2001: Syntax error".
"
QGLFramebufferObject: Framebuffer incomplete attachment.
QGLFramebufferObject: Framebuffer incomplete attachment.

it loop with this error : Mesa 7.7.1 implementation error: Infinite loop detected in fragment program

Any idea ? smiley

Not sure about the Framebufferobject, but perhaps floating point textures are not supported?
What about the "2D systems/Game of Life.frag" - does this run? What if you change buffers to: "#buffer RGBA8"?

>> it loop with this error : Mesa 7.7.1 implementation error: Infinite loop detected in fragment program

Perhaps loop iteration count needs to be determinable at compile time? (This is required by OpenGL ES).
Try locking the MaxRaySteps in the 'Raytracer' tab (click the padlock) and recompile.



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ker2x
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« Reply #4 on: June 29, 2012, 05:12:58 PM »

i noticed i'm running in OpenGL Software mode. I need to learn more to see what i can do about that and how to enable hardware acceleration.
Rendering Simple 2D Escape time fractal.frag take more than a mn to render a single frame and the cpu is at 100%.


can't run game of life :
Could not create fragment shader: Error: Preprocessor error
Error: failed to preprocecess the source.
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(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
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ker2x
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« Reply #5 on: June 29, 2012, 06:02:02 PM »

No GL_OES_texture_float

Code:
EGL
Vendor: Broadcom
Version: 1.4
Client APIs: OpenGL_ES OpenVG
Extensions: EGL_KHR_image EGL_KHR_image_base EGL_KHR_image_pixmap EGL_KHR_vg_parent_image EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_lock_surface
OpenGL ES
Vendor: Broadcom
Renderer: VideoCore IV HW
Version: OpenGL ES 2.0
GLSL version: OpenGL ES GLSL ES 1.00
Extensions: GL_OES_compressed_ETC1_RGB8_texture GL_OES_compressed_paletted_texture GL_OES_texture_npot GL_OES_depth24 GL_OES_vertex_half_float GL_OES_EGL_image GL_OES_EGL_image_external GL_EXT_discard_framebuffer GL_OES_rgb8_rgba8 GL_OES_depth32 GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_APPLE_rgb_422
Implementation limits:
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 8
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 2048
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 136
GL_MAX_RENDERBUFFER_SIZE = 2048
GL_MAX_TEXTURE_IMAGE_UNITS = 8
GL_MAX_TEXTURE_SIZE = 2048
GL_MAX_VARYING_VECTORS = 8
GL_MAX_VERTEX_ATTRIBS = 8
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0
GL_MAX_VERTEX_UNIFORM_VECTORS = 136
GL_MAX_VIEWPORT_DIMS = 2048, 2048
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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
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Syntopia
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« Reply #6 on: June 29, 2012, 11:20:15 PM »

i noticed i'm running in OpenGL Software mode. I need to learn more to see what i can do about that and how to enable hardware acceleration.
Rendering Simple 2D Escape time fractal.frag take more than a mn to render a single frame and the cpu is at 100%.

Ouch. As far as I can tell the Raspberry Pi might only support OpenGL ES, and not desktop OpenGL (where MESA software emulation is used instead). Since Fragmentarium uses immediate mode OpenGL and the OpenGL matrix stacks for the 3D camera movements, a lot would have to be rewritten. What a shame.
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David Makin
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« Reply #7 on: June 30, 2012, 01:12:55 AM »

Ouch. As far as I can tell the Raspberry Pi might only support OpenGL ES, and not desktop OpenGL (where MESA software emulation is used instead). Since Fragmentarium uses immediate mode OpenGL and the OpenGL matrix stacks for the 3D camera movements, a lot would have to be rewritten. What a shame.

OpenGL ES2.0 I think....plenty good enough provided the formulas aren't too large wink
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David Makin
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« Reply #8 on: June 30, 2012, 01:13:39 AM »

Of course by formulas here I mean shader fragments.
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