From mboxrd@z Thu Jan 1 00:00:00 1970 From: Adrian Perez de Castro Date: Sat, 23 Dec 2017 01:08:43 +0200 Subject: [Buildroot] How to force mesa3d to use llvmpipe? In-Reply-To: References: <1513976018164-0.post@n4.nabble.com> <1513977748342-0.post@n4.nabble.com> <7829580e-0ae9-e063-5124-c4e2cde424da@gmail.com> Message-ID: <20171223010843.GC26647@momiji> List-Id: MIME-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit To: buildroot@busybox.net Hello Nimai, On Fri, 22 Dec 2017 17:10:49 -0500, Nimai Mahajan wrote: > On Fri, Dec 22, 2017 at 4:52 PM, Romain Naour wrote: > > > Hi Nimai, > > > > Le 22/12/2017 ? 22:22, nimaim a ?crit : > > > Looks like BR may still not have llvmpipe support. Curious if this patch got > > > anywhere? > > > http://lists.busybox.net/pipermail/buildroot/2017-July/195823.html I have made those patches as part of a proof-of-concept for a project. The people involved have decided to switch over to a GPU-accelerated solution, and that means that I have not been devoting time to polish the patch set for inclusion upstream. While I think it would be nice to have LLVM packages merged, so far I have been working on Buildroot using my laptop and it has been prohibitive to me to spend CPU time on side quests which don't help my daily work ? sorry about that! > > This patch series is still present in the patchwork [1] but this work need > > to be updated with the latest llvm/clang release (5.0.1). After Christmas I expect to have a powerful build machine and plenty of disk space, and then it will be more feasible for me to try do some additional contributions to Buildroot. Let's see then whether I can get it updated. > > However, you can still test this series and you should be able to use > > llvmpipe. > > Thanks! Sounds good, I will try to merge Adrian's llvm package and mesa3d > patches locally and rebuild mesa and see if I can get Qt to work with the > llvm OpenGL driver. By any chance, do you know if llvm v4.0.0 will work > with mesa 17.2.x or 17.3.x or will it have to be bumped to v5? Also, not > sure how familiar with Qt you are, but do you know if Qt will require > special hooks to be able to use this with xcb? Any Mesa 17.x should work fine with LLVM 4.x; it should not be needed to update the build recipes to LLVM 5. Quoting from the Mesa website: ?Unless otherwise stated, LLVM version 3.4 is recommended; 3.3 or later is required.? There is also this note regarding PowerPC support: ?For ppc64le processors, use of the Altivec feature (the Vector Facility) is recommended if supported; use of the VSX feature (the Vector-Scalar Facility) is recommended if supported AND Mesa is built with LLVM version 4.0 or later.? (See https://www.mesa3d.org/llvmpipe.html for more details.) > > I have not announced it yet on the mailing list that there will be a > > student at Smile working on this subject. He will present his internship > > topic during the next Buildroot meeting [2]. > Nice! I am considering going to FOSDEM, if I do so it could be nice to meet and maybe talk a bit about the topic :-) > > Enabling llvmpipe support in mesa is not really difficult but packaging > > llvm/clang is a more difficult and time consuming task. > > Great! Agreed, something that definitely needs some work. Glad to see > someone will be working it. Indeed. It would be great to see full support for LLVM in Buildroot, as it would be a building block for many other things: - Enabling ?llvmpipe? the and ?swr? rasterizers in Mesa3D. Also, the ?amdgpu? can use (needs?) LLVM for some of the GPUs. - As said, it's a requisite of Clang. And having Clang could open the door to use Clang-based cross-compiler toolchains. - Rust uses LLVM for code generation. There has been patches recently flying by the mailing list which use prebuilt binaries (and that's already a great first step), but it would be nice that Buildroot compiles its own Rust toolchain, like it does for C/C++. - Probably others. > > You're welcome to work on this series and give some feedback. > > > > I'm merely a small time dev and still learning (as is probably evident by > all my questions :)), especially with embedded graphics, but will be happy > to test and contribute any way I can. Hopefully I can get this in a decent > enough state. Quite surprised that this hasn't made it to BR yet. We all had to learn at some point, that's all right! Well, I would even say that there's always one more thing to learn ;-) Best regards, -- Adri?n ? -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 195 bytes Desc: not available URL: