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Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116121 10/06/19 09:23 PM
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So we're back to the N2 has garbage video drivers.

Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116124 10/06/19 09:35 PM
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@ Steve: Out of curiosity, you mentioned promising glmark-es2-fbdev results. On the hardkernel page [1] the results are reported with --off-screen. Does this parameter have an influence on the score and does the benchmark actually draw anything if it is not used?
If the benchmark draws stuff and the performance is not tragic maybe the benchmark's source code could offer insights of what N2 graphic driver can do fast.

[1] https://www.hardkernel.com/shop/odroid-n2-with-4gbyte-ram/

Last edited by belegdol; 10/06/19 09:38 PM.
Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116125 10/06/19 09:49 PM
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For most of these ARM boards, they have decent-ish drivers only for Android, you're kind of on your own for Linux. (Android uses a pretty seriously modified Linux kernel and basically no Linux userland components, so drivers are different).

Re: MAME on ODROID-N2 (Linux) [Re: belegdol] #116126 10/06/19 10:00 PM
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With and without --off-screen. Yes, the latter does draw on screen. The visual experience matches the on-screen benchmark. I assume that the on-screen FPS is limited by the capability of the connected television's FPS?

Code
root@odroid:~# glmark2-es2-fbdev --off-screen
=======================================================
    glmark2 2012.12
=======================================================
    OpenGL Information
    GL_VENDOR:     ARM
    GL_RENDERER:   Mali-G52
    GL_VERSION:    OpenGL ES 3.2 git.c8adbf9.122c9daed32dbba4b3056f41a2f23c58
=======================================================
[build] use-vbo=false: FPS: 127 FrameTime: 7.874 ms
[build] use-vbo=true: FPS: 149 FrameTime: 6.711 ms
[texture] texture-filter=nearest: FPS: 138 FrameTime: 7.246 ms
[texture] texture-filter=linear: FPS: 139 FrameTime: 7.194 ms
[texture] texture-filter=mipmap: FPS: 137 FrameTime: 7.299 ms
[shading] shading=gouraud: FPS: 137 FrameTime: 7.299 ms
[shading] shading=blinn-phong-inf: FPS: 137 FrameTime: 7.299 ms
[shading] shading=phong: FPS: 135 FrameTime: 7.407 ms
[bump] bump-render=high-poly: FPS: 121 FrameTime: 8.264 ms
[bump] bump-render=normals: FPS: 148 FrameTime: 6.757 ms
[bump] bump-render=height: FPS: 151 FrameTime: 6.623 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 73 FrameTime: 13.699 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 25 FrameTime: 40.000 ms
[pulsar] light=false:quads=5:texture=false: FPS: 133 FrameTime: 7.519 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 26 FrameTime: 38.462 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] effect=shadow:windows=4: FPS: 51 FrameTime: 19.608 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 46 FrameTime: 21.739 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 47 FrameTime: 21.277 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 52 FrameTime: 19.231 ms
[ideas] speed=duration: FPS: 80 FrameTime: 12.500 ms
[jellyfish] <default>: FPS: 104 FrameTime: 9.615 ms
[terrain] <default>: FPS: 7 FrameTime: 142.857 ms
[shadow] <default>: FPS: 29 FrameTime: 34.483 ms
[refract] <default>: FPS: 16 FrameTime: 62.500 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 136 FrameTime: 7.353 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 134 FrameTime: 7.463 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 133 FrameTime: 7.519 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 133 FrameTime: 7.519 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 129 FrameTime: 7.752 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 135 FrameTime: 7.407 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 137 FrameTime: 7.299 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 135 FrameTime: 7.407 ms
=======================================================
                                  glmark2 Score: 102 
=======================================================


Code
root@odroid:~# glmark2-es2-fbdev
=======================================================
    glmark2 2012.12
=======================================================
    OpenGL Information
    GL_VENDOR:     ARM
    GL_RENDERER:   Mali-G52
    GL_VERSION:    OpenGL ES 3.2 git.c8adbf9.122c9daed32dbba4b3056f41a2f23c58
=======================================================
[build] use-vbo=false: FPS: 30 FrameTime: 33.333 ms
[build] use-vbo=true: FPS: 30 FrameTime: 33.333 ms
[texture] texture-filter=nearest: FPS: 30 FrameTime: 33.333 ms
[texture] texture-filter=linear: FPS: 30 FrameTime: 33.333 ms
[texture] texture-filter=mipmap: FPS: 30 FrameTime: 33.333 ms
[shading] shading=gouraud: FPS: 30 FrameTime: 33.333 ms
[shading] shading=blinn-phong-inf: FPS: 30 FrameTime: 33.333 ms
[shading] shading=phong: FPS: 30 FrameTime: 33.333 ms
[bump] bump-render=high-poly: FPS: 30 FrameTime: 33.333 ms
[bump] bump-render=normals: FPS: 30 FrameTime: 33.333 ms
[bump] bump-render=height: FPS: 30 FrameTime: 33.333 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 30 FrameTime: 33.333 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 15 FrameTime: 66.667 ms
[pulsar] light=false:quads=5:texture=false: FPS: 30 FrameTime: 33.333 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 30 FrameTime: 33.333 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] effect=shadow:windows=4: FPS: 30 FrameTime: 33.333 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 30 FrameTime: 33.333 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 30 FrameTime: 33.333 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 30 FrameTime: 33.333 ms
[ideas] speed=duration: FPS: 30 FrameTime: 33.333 ms
[jellyfish] <default>: FPS: 30 FrameTime: 33.333 ms
[terrain] <default>: FPS: 8 FrameTime: 125.000 ms
[shadow] <default>: FPS: 30 FrameTime: 33.333 ms
[refract] <default>: FPS: 20 FrameTime: 50.000 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 29 FrameTime: 34.483 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 30 FrameTime: 33.333 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 30 FrameTime: 33.333 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 30 FrameTime: 33.333 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 30 FrameTime: 33.333 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 30 FrameTime: 33.333 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 30 FrameTime: 33.333 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 30 FrameTime: 33.333 ms
=======================================================
                                  glmark2 Score: 28 
=======================================================

Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116127 10/06/19 10:09 PM
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I'm googling for something... but is there a known good benchmark tool for GPU performance over SDL?

Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116128 10/07/19 12:06 AM
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Ok, that run shows that the GPU/driver stack is tragic when drawing to the screen, which is kind of what you use GPUs for.

Re: MAME on ODROID-N2 (Linux) [Re: R. Belmont] #116129 10/07/19 02:35 AM
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I should provide another set of numbers from glmark2. When I get the SBC to move from 4K to 1080P display, I get a comparatively better result:

Code
# glmark2-es2-fbdev --off-screen
=======================================================
    glmark2 2012.12
=======================================================
    OpenGL Information
    GL_VENDOR:     ARM
    GL_RENDERER:   Mali-G52
    GL_VERSION:    OpenGL ES 3.2 git.c8adbf9.122c9daed32dbba4b3056f41a2f23c58
=======================================================
[build] use-vbo=false: FPS: 289 FrameTime: 3.460 ms
[build] use-vbo=true: FPS: 451 FrameTime: 2.217 ms
[texture] texture-filter=nearest: FPS: 457 FrameTime: 2.188 ms
[texture] texture-filter=linear: FPS: 454 FrameTime: 2.203 ms
[texture] texture-filter=mipmap: FPS: 469 FrameTime: 2.132 ms
[shading] shading=gouraud: FPS: 403 FrameTime: 2.481 ms
[shading] shading=blinn-phong-inf: FPS: 397 FrameTime: 2.519 ms
[shading] shading=phong: FPS: 375 FrameTime: 2.667 ms
[bump] bump-render=high-poly: FPS: 279 FrameTime: 3.584 ms
[bump] bump-render=normals: FPS: 480 FrameTime: 2.083 ms
[bump] bump-render=height: FPS: 494 FrameTime: 2.024 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 272 FrameTime: 3.676 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 97 FrameTime: 10.309 ms
[pulsar] light=false:quads=5:texture=false: FPS: 411 FrameTime: 2.433 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 89 FrameTime: 11.236 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] effect=shadow:windows=4: FPS: 147 FrameTime: 6.803 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 62 FrameTime: 16.129 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 64 FrameTime: 15.625 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 71 FrameTime: 14.085 ms
[ideas] speed=duration: FPS: 162 FrameTime: 6.173 ms
[jellyfish] <default>: FPS: 309 FrameTime: 3.236 ms
[terrain] <default>: FPS: 22 FrameTime: 45.455 ms
[shadow] <default>: FPS: 94 FrameTime: 10.638 ms
[refract] <default>: FPS: 43 FrameTime: 23.256 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 430 FrameTime: 2.326 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 426 FrameTime: 2.347 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 442 FrameTime: 2.262 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 432 FrameTime: 2.315 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 436 FrameTime: 2.294 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 442 FrameTime: 2.262 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 441 FrameTime: 2.268 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 434 FrameTime: 2.304 ms
=======================================================
                                  glmark2 Score: 308 
=======================================================

Some of these tests were still drawn on-screen (typically the ones with lower FPS).

Code
root@odroid:~# glmark2-es2-fbdev 
=======================================================
    glmark2 2012.12
=======================================================
    OpenGL Information
    GL_VENDOR:     ARM
    GL_RENDERER:   Mali-G52
    GL_VERSION:    OpenGL ES 3.2 git.c8adbf9.122c9daed32dbba4b3056f41a2f23c58
=======================================================
[build] use-vbo=false: FPS: 60 FrameTime: 16.667 ms
[build] use-vbo=true: FPS: 60 FrameTime: 16.667 ms
[texture] texture-filter=nearest: FPS: 60 FrameTime: 16.667 ms
[texture] texture-filter=linear: FPS: 60 FrameTime: 16.667 ms
[texture] texture-filter=mipmap: FPS: 60 FrameTime: 16.667 ms
[shading] shading=gouraud: FPS: 60 FrameTime: 16.667 ms
[shading] shading=blinn-phong-inf: FPS: 60 FrameTime: 16.667 ms
[shading] shading=phong: FPS: 60 FrameTime: 16.667 ms
[bump] bump-render=high-poly: FPS: 60 FrameTime: 16.667 ms
[bump] bump-render=normals: FPS: 60 FrameTime: 16.667 ms
[bump] bump-render=height: FPS: 60 FrameTime: 16.667 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 60 FrameTime: 16.667 ms
libpng warning: iCCP: known incorrect sRGB profile
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 60 FrameTime: 16.667 ms
[pulsar] light=false:quads=5:texture=false: FPS: 60 FrameTime: 16.667 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 59 FrameTime: 16.949 ms
libpng warning: iCCP: known incorrect sRGB profile
[desktop] effect=shadow:windows=4: FPS: 60 FrameTime: 16.667 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 59 FrameTime: 16.949 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 60 FrameTime: 16.667 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 59 FrameTime: 16.949 ms
[ideas] speed=duration: FPS: 60 FrameTime: 16.667 ms
[jellyfish] <default>: FPS: 60 FrameTime: 16.667 ms
[terrain] <default>: FPS: 26 FrameTime: 38.462 ms
[shadow] <default>: FPS: 60 FrameTime: 16.667 ms
[refract] <default>: FPS: 47 FrameTime: 21.277 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 60 FrameTime: 16.667 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 60 FrameTime: 16.667 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 60 FrameTime: 16.667 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 60 FrameTime: 16.667 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 60 FrameTime: 16.667 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 60 FrameTime: 16.667 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 60 FrameTime: 16.667 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 60 FrameTime: 16.667 ms
=======================================================
                                  glmark2 Score: 58 
=======================================================


MAME performance bounces up to 26% in 1080p. MAME is still only using a single cpu core.

Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116130 10/07/19 05:00 AM
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belegdol Online Content
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There is definitely potential in this SBC:
https://www.cnx-software.com/2019/0...ux-5-0-and-impressive-glmarks-es2-score/
Mame does not support Wayland yet, but once it does the performance might improve considerably.

Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116136 10/07/19 11:41 AM
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Originally Posted by Steve Bourg
MAME is still only using a single cpu core.


You keep saying that like it's some kind of damning thing. Emulators are inherently single-threaded for the most part; you can't reasonably synchronize the various moving parts of a machine if they're on different CPUs. On real computers, the GPU driver usually runs in a separate thread, which helps a lot, but apparently that's not a thing on the N2.

Re: MAME on ODROID-N2 (Linux) [Re: Steve Bourg] #116146 10/07/19 02:47 PM
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I only mention CPU utilization in case it's relevant to diagnosis. When I was running MAME on the original Ubuntu MATE / X image, I recall aggregate CPU utilization at 450%. I don't remember if that was mostly mame itself, or if it was mame at 100% + 350% of X / X driver stuff.

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