Running PowerVR NativeSDK Vulkan Application in R-Car h3e sk - yocto-wic

Specifications:—
Hardware Platform :Renesas r-car H3e
GPU Device : PowerVR Series6XT, GX6650
Operating System : Linux h3ulcb 5.10.41-yocto-standard
I ran Vulkan of NativeSDK which is provided by PowerVR in Linux h3ulcb 5.10.41-yocto-standard but failed.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
root#h3ulcb:~/build1/bin# ./VulkanHelloAPI
ERROR: Could not initialise the instance function pointers.
Segmentation fault
root#h3ulcb:~/build1/bin# ./VulkanGameOfLife
Opened ‘/dev/tty’ for input
Successfully connected the Wayland display
Successfully retrieved the Wayland registry
Successfully retrieved the Wayland compositor
Successfully create the Wayland surface
Successfully create the Wayland shell surface
Host library ‘libvulkan.so.1;libvulkan.so’ loadedThe function pointer for ‘vkEnumerateInstanceVersion’ was valid. Vulkan loader instance version : ([1].[2].[162]).
The instance version requested by the application ([1].[0].[0]) is supported by the Vulkan loader on your device
Supported Instance Extensions:
VK_EXT_debug_report : version [9]
VK_EXT_debug_utils : version [2]
Supported Instance Extensions to be Enabled:
Supported Instance Layers:
Exit message set to: InitView threw a runtime exception with message: ‘[VK_ERROR_INCOMPATIBLE_DRIVER] : Instance Constructor’
InitView() failed with pvr error ‘Error while initializing’
InitView threw a runtime exception with message: ‘[VK_ERROR_INCOMPATIBLE_DRIVER] : Instance Constructor’
root#h3ulcb:~/build1/bin#
////////////////////////////////////////////////////////////////////////

Related

Unity Editor Crash Using OVRLipSync On MacOS

I'm hitting a strange issue that I can't explain. I'm developing a VR app in Unity and I've recently added the OVRLipSync for mouth movements. It works fine on every other machine except for OSX devices (I only have one, so it might be specific to this device rather than the OS). Another thing is that it works in a whole new project but not in the project I'm currenly working on - If I create a whole new project, import the LipSync package and run the sample it all works fine.
In the project I'm working on however it crashes out both in the sample scene and my own implementation. I have imported the OVRLipSync package and run the sample and as soon as it runs, the editor crashes. I have obviously ensured the OVRLipSync.bundle has permission to run within System Preferences.
The log file states:
OvrLipSync Awake: Queried SampleRate: 44100 BufferSize: 512
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
OVRLipSync:Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:265)
OVRLipSync:Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:217)
(Filename: Assets/Oculus/LipSync/Scripts/OVRLipSync.cs Line: 265)
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle
E1115 10:21:07.861620 399812096 init_intrinsics_check.cc:44] CPU feature avx2 is present on your machine, but the Caffe2 binary is not compiled with it. It means you may not get the full speed of your CPU.
E1115 10:21:07.862260 399812096 init_intrinsics_check.cc:44] CPU feature fma is present on your machine, but the Caffe2 binary is not compiled with it. It means you may not get the full speed of your CPU.
Loaded scene 'Temp/__Backupscenes/0.backup'
Deserialize: 64.066 ms
Integration: 493.917 ms
Integration of assets: 0.970 ms
Thread Wait Time: -0.236 ms
Total Operation Time: 558.717 ms
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so
Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle
*** Aborted at 1668507668 (unix time) try "date -d #1668507668" if you are using GNU date ***
PC: # 0x193b3b4f3 (unknown)
*** SIGSEGV (#0x0) received by PID 2995 (TID 0x117d4a600) stack trace: ***
# 0x7ff8074c2dfd _sigtramp

Can't flash CM0+ Core in NUCLEO STM32WL

In a wireless project, I'm using en Nucleo STM32WLJC1 in dual core configuration.
I take DualCore Ping Pong ST code example, that I rework to make my own application.
I didn't touch anything of the CMO+ project, I only work on the applicative layer in CM4.
I've some problems about flashing the CM0+ Core.
The first time I flashed the board it works and now I've most of the times the folowing error when I try to flash the CM0+. It sometimes work one time for no reason.
Pop-up Problem Occurred Windows :
Error in final launch sequence:
Failed to start GDB server Failed to start GDB server Error in
initializing ST-LINK device. Reason: (255) Unknown. Please check power
and cabling to target.
Console informations
STMicroelectronics ST-LINK GDB server. Version 6.0.0 Copyright (c)
2021, STMicroelectronics. All rights reserved.
Starting server with the following options:
Persistent Mode : Disabled
Logging Level : 1
Listen Port Number : 61234
Status Refresh Delay : 15s
Verbose Mode : Disabled
SWD Debug : Enabled
Target unknown error 32
Error in initializing ST-LINK device. Reason: Unknown. Please check
power and cabling to target.
It looks like the STlink can't reach the core...
Someone may know what is happening ?
Is there a flashing configuration that has to be done? (to chose which core we want to flash)

How to disable Tensorflow js error log for my server host?

As if right now I am in a bit of a rush to get an answer to my problem. The model has been trained and the server works locally with the NN running in the background, but on the server we get the following error message:
2020-04-08 11:54:15.787274: I tensorflow/core/platform/profile_utils/cpu_utils.cc:94] CPU Frequency: 2799865000 Hz
2020-04-08 11:54:15.787801: I tensorflow/compiler/xla/service/service.cc:168] XLA service 0x4b5ca00 initialized for platform Host (this does not guarantee that XLA will be used). Devices:
2020-04-08 11:54:15.787830: I tensorflow/compiler/xla/service/service.cc:176] StreamExecutor device (0): Host, Default Version
terminate called after throwing an instance of 'std::system_error'
what(): Resource temporarily unavailable
It seems that the server host doesn't like the fact that Tensorflow is trying to log the following error/warning message:
2020-04-08 11:53:42.453164: I tensorflow/core/platform/cpu_feature_guard.cc:142] Your CPU supports instructions that this TensorFlow binary was not compiled to
use: AVX2
Is there a way in JS to disable these error logs so we can run the trained model on the server? Thanks in advance!

pkcs#11 CKR_DEVICE_REMOVED error logging in to HSM

I have the SmartCard HSM usb plugged in to my laptop. I can see it when I run a command thru an application using the PKCS#11 API:
Slot 0
Slot info:
Description: Identiv uTrust 3512 SAM slot Token [CCID Interface] (55511725602
Manufacturer ID: Identiv
Hardware version: 2.2
Firmware version: 0.0
Token present: yes
Token info:
Manufacturer ID: www.CardContact.de
Model: PKCS#15 emulated
Hardware version: 24.13
Firmware version: 2.5
Serial number: DECC0300697
Initialized: yes
User PIN init.: yes
Label: UserPIN (SmartCard-HSM)
Its been initialized with a SO-PIN and USER-PIN.
When I try to login in to the HSM using C_Login, I get a CKR_DEVICE_REMOVED error back. The usb HSM is still plugged in. I have googled the error but nothing fruitful came up.
login_token -LOGIN user -SLOT 0 -UPIN user-pin
EROR: rv=0x00000032: Could not log in on the token.
How can I login to the HSM ?
Following text is the description of CKR_DEVICE_REMOVED error from PKCS#11 v2.20 specification:
CKR_DEVICE_REMOVED: The token was removed from its slot during the
execution of the function.
If you did not attach/detach new reader and did not insert/remove smartcard once the PKCS#11 library was loaded then I don't see any obvious reason why you are receiving this error.
However you are using PKCS#11 library provided by OpenSC project so you can enable its debugging via environment variable or configuration file. You may be able to find the cause of the error by exploring the debug output yourself. If not, then your best bet is to open new OpenSC issue and discuss your problem with OpenSC project members.

Unity game fails to start

I have created a very simple rock paper scissors game based solely on Unity's GUI.It runs perfectly in play mode and does not even show me a warning.
If I try to start it, however, no matter what settings I choose, it shows the unity logo, then a white screen and then it closes.It does not even crashes.Once or twice it crashed with access violation, but since I've added materials to all the things that can have materials it never does that, it simply closes.I've tried the windows compatibility thing and at some point it said that the program was "incompatible",altough it is built for x86_64 windows using unity 5.
Here is the output_log.txt
Mono path[0] = 'D:/Unity Projects/RPS/Builds/2.0_Data/Managed' Mono
path[1] = 'D:/Unity Projects/RPS/Builds/2.0_Data/Mono' Mono config
path = 'D:/Unity Projects/RPS/Builds/2.0_Data/Mono/etc'
PlayerConnection initialized from D:/Unity
Projects/RPS/Builds/2.0_Data (debug = 0) PlayerConnection initialized
network socket : 0.0.0.0 55080 Multi-casting "[IP] 192.168.0.107
[Port] 55080 [Flags] 3 [Guid] 3182763067 [EditorId] 2204854871
[Version] 1048832 [Id] WindowsPlayer(costica-pc) [Debug] 1" to
[225.0.0.222:54997]... Waiting for connection from host on
[192.168.0.107:55080]... PlayerConnection accepted from
[192.168.0.107] handle:0x2fc Using monoOptions
--debugger-agent=transport=dt_socket,embedding=1,defer=y,address=0.0.0.0:56067
PlayerConnection already initialized - listening to
[192.168.0.107:55080] Initialize engine version: 5.4.1f1
(649f48bbbf0f) GfxDevice: creating device client; threaded=1 Direct3D:
Version: Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce GT 630 (ID=0xf00)
Vendor: NVIDIA
VRAM: 972 MB Begin MonoManager ReloadAssembly Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.dll (this message is
harmless) Loading D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.dll into Unity Child
Domain Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\Assembly-CSharp.dll (this message
is harmless) Loading D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\Assembly-CSharp.dll into Unity
Child Domain Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\Assembly-UnityScript.dll (this
message is harmless) Loading D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\Assembly-UnityScript.dll into
Unity Child Domain Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.UI.dll (this message
is harmless) Loading D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.UI.dll into Unity
Child Domain Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.Networking.dll (this
message is harmless) Loading D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.Networking.dll into
Unity Child Domain Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.Analytics.dll (this
message is harmless) Loading D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\UnityEngine.Analytics.dll into
Unity Child Domain
- Completed reload, in 0.220 seconds Platform assembly: D:\Unity Projects\RPS\Builds\2.0_Data\Managed\System.Core.dll (this message is
harmless) Platform assembly: D:\Unity
Projects\RPS\Builds\2.0_Data\Managed\System.dll (this message is
harmless) desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Initializing input.
Input initialized.
Initialized touch support.
UnloadTime: 2.366758 ms Setting up 1 worker threads for Enlighten.
Thread -> id: 22b4 -> priority: 1 Waiting for finish
I really do not know what else to do.Any kind of feedback is greatly appreciated.
I have realised the problem.Someone made a comment asking me if I had Application.Quit() anywhere in my code, and I did, as a component to a button.However, the script would be activated on Awake instead of when the button was pressed.