imx6 run directfb 'IDirectFBGL2' ) failed!

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imx6 run directfb 'IDirectFBGL2' ) failed!

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panmin
Contributor I

Recently, I came across a running error when I try to run the test demo named dfbtest_gl1.con the imx6 platform. Error message like this:

    :smileyalert: IDirectFB::GetInterface( 'IDirectFBGL2' ) failed!

    --> The specified file has not been found

    Running env as follows:

    1. directfb version: 1.7.4

    2. kernel version: Linux linux 3.10.53-88112-g10d896c #1 SMP PREEMPT Sat Jun 27 14:59:45 CST 2015 armv7l GNU/Linux (shown by 'uname -a')

    In addition, the board card can truely support OpenGL/ES related specialities as the demos provided by our manufacturer can run correctly and

the specs  are declared clearly, and the test demos related to non-OpenGL/ES can run correctly inclued in the directfb 1.7.4 distribution. In fact, I

have tested all the test demos, such dfbtest_gl1.c, dfbtest_gl2.c, dfbtest_gl3.c and dfbtest_old_gl2.c, and I got the similar errors related to initialize

the OpenGL/ES painting env.

   

   To tell the truth, I have searched all the clues by the Internet, but got nothing to solve the problem. Actually, I have tried the method which

proved to be wrong. I tried to use the egl as the interface between the OpenGL/ES and directfb. First, use directfb api (CreateWindow()) to create

the window; second, use the returned value like IDirectFBWindow *  to pass to the egl api (eglCreateWindowSurface()), to create the surface related

to OpenGL/ES. Unfortunately, I got the running error which indicates to EGL_BAD_NATIVE_WINDOW with errno 0x300B.

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Bio_TICFSL
NXP TechSupport
NXP TechSupport

Hi pan

Please check the Yocto BuildGuide for Direct FB Image, in the Graphics User guide document, for compiling all samples you should set the EGL backend with DirectFB and X11. as example,

./build.sh -f GNUmakefile_Yocto -j 2 EGLBackend=x11

The final executable will be placed in the root of the demo application folder. If it is moved the content folder (if it exist) needs to be copied to the same location. The executables follows this naming scheme:

<DemoAppName>_<BackendName>[<targetPostFix>]

So a debug build of S06_Texturing for the DirectFB backend will be called

S06_Texturing_DirectFB_d

A release build of S06_Texturing for the X11 backend will be called

S06_Texturing_X11

Hope this helps

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