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Re: SDL2
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3029
@Capehill

Tested SDLBenchmark and it works and it exit ok, however after a while that i use the system i got an "Out of memory" from ELF message

And then a crash:

Quote:
Crash log for task "sdl2benchmark"
Generated by GrimReaper 53.19
Crash occured in module at address 0x6F9DC1B4
Type of crash: ISI (Instruction Storage Interrupt) exception
Alert number: 0x80000003

Register dump:
GPR (General Purpose Registers):
0: 00000000 48699420 00000000 00000000 6F9DC1B4 01B8D9C0 021CAAFC 021CAB6C
8: 5FFAA3C0 00000001 00000000 00000000 26444424 581AFECC 00000000 509F0000
16: 6F9D71C8 00000000 54370000 53D371D0 502E0558 54370000 502E0520 53D37DC0
24: 53C5B800 5436D788 00000000 51FDAB48 00000001 80000006 5436D774 00000000


FPR (Floating Point Registers, NaN = Not a Number):
0: nan 0 31 0
4: 0 649.8 30.8 0
8: 0 4.5036e+15 649.8 255
12: nan 65536 0 -5.05923e-321
16: 1.32625e-315 0 0 0
20: 0 0 0 1.61895e-319
24: 0 0 0 0
28: 0 1.35808e-312 1.3581e-312 nan

FPSCR (Floating Point Status and Control Register): 0x82000000


SPRs (Special Purpose Registers):
Machine State (msr) : 0x0002F030
Condition (cr) : 0x53F5EDA0
Instruction Pointer (ip) : 0x6F9DC1B4
Xtended Exception (xer) : 0x018233AC
Count (ctr) : 0x00000000
Link (lr) : 0x00000000
DSI Status (dsisr) : 0x01842B34
Data Address (dar) : 0x00000000



680x0 emulated registers:
DATA: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
ADDR: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
FPU0: 0 0 0 0
FPU4: 0 0 0 0



Symbol info:
Instruction pointer 0x6F9DC1B4 belongs to module "" (HUNK/Kickstart)

Stack trace:
0x6F9DC1B4 symbol not available
0x6F9DC1B4 symbol not available
native kernel module kernel+0x0001e51c
native kernel module ramlib.kmod+0x0000086c
native kernel module ramlib.kmod+0x00000e3c
module LIBS:ogles2.library at 0x6CF31C50 (section 5 @ 0x1BC2C)
module LIBS:ogles2.library at 0x6CF315B0 (section 5 @ 0x1B58C)
module LIBS:ogles2.library at 0x6CF160B8 (section 5 @ 0x94)
native kernel module kernel+0x0001d8d4
native kernel module ramlib.kmod+0x000009d4
AmigaOS4:SObjs/libSDL2-2.0.so:OS4_GetInterface()+0x58 (section 9 @ 0x97C18)
AmigaOS4:SObjs/libSDL2-2.0.so:OS4_GLES_LoadLibrary()+0xb0 (section 9 @ 0x9B784)
AmigaOS4:SObjs/libSDL2-2.0.so:OS4_LoadGlLibrary()+0x188 (section 9 @ 0xAE800)
AmigaOS4:SObjs/libSDL2-2.0.so:SDL_GL_LoadLibrary()+0xbc (section 9 @ 0x8F5A4)
AmigaOS4:SObjs/libSDL2-2.0.so:SDL_RecreateWindow()+0xec (section 9 @ 0x94E18)
AmigaOS4:SObjs/libSDL2-2.0.so:GLES2_CreateRenderer()+0x120 (section 9 @ 0x36CAC)
AmigaOS4:SObjs/libSDL2-2.0.so:SDL_CreateRenderer()+0xc8 (section 9 @ 0x25F20)
module sdl2benchmark at 0x6F9D7414 (section 4 @ 0x23F0)
native kernel module newlib.library.kmod+0x000020ac
native kernel module newlib.library.kmod+0x00002d14
native kernel module newlib.library.kmod+0x00002ef0
module sdl2benchmark at 0x6F9D5D78 (section 4 @ 0xD54)
native kernel module dos.library.kmod+0x000255c8
native kernel module kernel+0x0003e7b4
native kernel module kernel+0x0003e7fc

PPC disassembly:
6f9dc1ac: 53f5eaaa rlwinm r14,r2,12,9,26
6f9dc1b0: 53f5eaaa rlwinm r14,r2,12,9,26
*6f9dc1b4: 53f5eaaa rlwinm r14,r2,12,9,26
6f9dc1b8: 53f5eaaa rlwinm r14,r2,12,9,26
6f9dc1bc: 53f5eaaa rlwinm r14,r2,12,9,26

System information:

CPU
Model: AMCC PPC440EP V1.3
CPU speed: 799 MHz
FSB speed: 133 MHz
Extensions:

Machine
Machine name: Sam440EP
Memory: 1048576 KB
Extensions: bus.pci


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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@samo79

Stack trace doesn't really match with your description. You said that application exited but crashed after a while? How much stack do you have for WB and shell?

I have tested benchmark with WinUAE and Sam440. Seems to be OK here. Raziel had also a different kind of crash. Something broken somewhere..

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Re: SDL2
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3029
@Capehill

Quote:
You said that application exited but crashed after a while? How much stack do you have for WB and shell?


Stack: 32768

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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@samo79

That's not much. I haven't checked how much sdl2benchmark uses but my WinUAE setup for example has 64 KB for both Workbench and shell apps.

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Re: SDL2
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3029
@Capehill

Don't know, that stack it's what i had by default and i never touched it

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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@samo79

Can you reproduce issue? Can you get a full serial log?


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Re: SDL2
Home away from home
Joined:
2007/9/11 11:31
From Russia
Posts: 4517
@Capehill
Tested also latest iconification branch: now it takes icon correctly : when there is no icon it bring on WB default icon, when there is an icon, it takes it instead => yeah ! cool ! all as it should be.

Through, it didn't take name of binary when placed icon on WB, but takes what is print in the title of window. So for example in one of my tests, i have on wb game's icon, with "Test Game done by XXX, for blalblal XXX 102.3831", while name of binary "test" (and that what should be in the icon decription when it placed on WB, imho).

But good work, its really handy !

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Re: SDL2
Just popping in
Joined:
2012/7/16 17:57
From Istanbul
Posts: 75
@all

It seems there is a SDL2 version of Freespace2

http://scp.indiegames.us/

_________________
Sinan - AmigaOS4 Beta-Tester
- AmigaOne X5000
- AmigaOne A1222
- Sam460ex
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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
Version 2.0.7 released: https://github.com/AmigaPorts/sdl2-amigaos4/releases

Work starts towards 2.0.8 release and development moves to this repo https://github.com/AmigaPorts/SDL which is already up-to-date with upstream.

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Re: SDL2
Not too shy to talk
Joined:
2007/2/6 13:57
From Donostia (SPAIN)
Posts: 376
@Capehill

Using SDL2 Version 2.0.7 released: https://github.com/AmigaPorts/sdl2-amigaos4/releases on my SAM460ex (RadeonHD 6570)

#sdl2benchmark
INFO: SDL2 renderer benchmark v. 0.5 (SDL version 2.0.7)
INFO: This tool measures the speed of various 2D drawing features
INFO: Press any key to quit
INFO: Parameters: width 800, height 600, renderer name '(null)', iterations 100, objects 100, sleep 0
INFO: Image size 408*167
INFO: Pixel format 0x16161804 (SDL_PIXELFORMAT_RGB888)
INFO: Starting to test renderer called [compositing], flags 0xE
INFO: Points [mode: None]...100 frames drawn in 0.068 seconds => 1468.4 frames per second
INFO: Points [mode: Blend]...100 frames drawn in 0.058 seconds => 1734.1 frames per second
INFO: Points [mode: Add]...100 frames drawn in 0.058 seconds => 1739.1 frames per second
INFO: Points [mode: Mod]...100 frames drawn in 0.058 seconds => 1724.0 frames per second
INFO: Lines [mode: None]...100 frames drawn in 0.325 seconds => 307.6 frames per second
INFO: Lines [mode: Blend]...100 frames drawn in 1.816 seconds => 55.1 frames per second
INFO: Lines [mode: Add]...100 frames drawn in 1.764 seconds => 56.7 frames per second
INFO: Lines [mode: Mod]...100 frames drawn in 1.823 seconds => 54.9 frames per second
INFO: FillRects [mode: None]...100 frames drawn in 0.327 seconds => 306.0 frames per second
INFO: FillRects [mode: Blend]...100 frames drawn in 0.436 seconds => 229.5 frames per second
INFO: FillRects [mode: Add]...100 frames drawn in 0.435 seconds => 229.7 frames per second
INFO: FillRects [mode: Mod]...100 frames drawn in 0.436 seconds => 229.2 frames per second
INFO: RenderCopy [mode: None]...100 frames drawn in 0.053 seconds => 1896.7 frames per second
INFO: RenderCopy [mode: Blend]...100 frames drawn in 0.056 seconds => 1791.8 frames per second
INFO: RenderCopy [mode: Add]...100 frames drawn in 0.054 seconds => 1847.1 frames per second
INFO: [prepareTexture]Failed to set texture blend mode:
INFO: RenderCopyEx [mode: None]...100 frames drawn in 0.052 seconds => 1919.1 frames per second
INFO: RenderCopyEx [mode: Blend]...100 frames drawn in 0.054 seconds => 1866.0 frames per second
INFO: RenderCopyEx [mode: Add]...100 frames drawn in 0.054 seconds => 1854.3 frames per second
INFO: [prepareTexture]Failed to set texture blend mode:
INFO: Color modulation [mode: None]...100 frames drawn in 0.295 seconds => 339.3 frames per second
INFO: Color modulation [mode: Blend]...100 frames drawn in 0.299 seconds => 334.5 frames per second
INFO: Color modulation [mode: Add]...100 frames drawn in 0.294 seconds => 340.6 frames per second
INFO: [prepareTexture]Failed to set texture blend mode:
INFO: Alpha modulation [mode: None]...100 frames drawn in 0.053 seconds => 1897.0 frames per second
INFO: Alpha modulation [mode: Blend]...100 frames drawn in 0.054 seconds => 1849.2 frames per second
INFO: Alpha modulation [mode: Add]...100 frames drawn in 0.054 seconds => 1847.1 frames per second
INFO: [prepareTexture]Failed to set texture blend mode:
INFO: UpdateTexture [mode: None]...100 frames drawn in 0.079 seconds => 1267.0 frames per second, 1317.7 operations per second
INFO: UpdateTexture [mode: Blend]...100 frames drawn in 0.080 seconds => 1247.4 frames per second, 1297.3 operations per second
INFO: UpdateTexture [mode: Add]...100 frames drawn in 0.085 seconds => 1174.4 frames per second, 1221.4 operations per second
INFO: [prepareTexture]Failed to set texture blend mode:
INFO: ReadPixels [mode: None]...0 frames drawn in 0.834 seconds => 0.0 frames per second, 119.9 operations per second
INFO: ReadPixels [mode: Blend]...0 frames drawn in 0.893 seconds => 0.0 frames per second, 112.0 operations per second
INFO: ReadPixels [mode: Add]...0 frames drawn in 0.850 seconds => 0.0 frames per second, 117.6 operations per second
INFO: [prepareTexture]Failed to set texture blend mode:
INFO: Starting to test renderer called [opengl], flags 0x2
INFO: Points [mode: None]...100 frames drawn in 0.159 seconds => 630.7 frames per second
INFO: Points [mode: Blend]...100 frames drawn in 0.159 seconds => 628.2 frames per second
INFO: Points [mode: Add]...100 frames drawn in 0.154 seconds => 650.1 frames per second
INFO: Points [mode: Mod]...100 frames drawn in 0.154 seconds => 649.6 frames per second
INFO: Lines [mode: None]...100 frames drawn in 0.428 seconds => 233.5 frames per second
INFO: Lines [mode: Blend]...100 frames drawn in 0.434 seconds => 230.2 frames per second
INFO: Lines [mode: Add]...100 frames drawn in 0.426 seconds => 234.5 frames per second
INFO: Lines [mode: Mod]...100 frames drawn in 0.433 seconds => 230.8 frames per second
INFO: FillRects [mode: None]...100 frames drawn in 1.155 seconds => 86.6 frames per second
INFO: FillRects [mode: Blend]...100 frames drawn in 1.156 seconds => 86.5 frames per second
INFO: FillRects [mode: Add]...100 frames drawn in 1.158 seconds => 86.3 frames per second
INFO: FillRects [mode: Mod]...100 frames drawn in 1.155 seconds => 86.6 frames per second
INFO: RenderCopy [mode: None]...100 frames drawn in 0.131 seconds => 765.8 frames per second
INFO: RenderCopy [mode: Blend]...100 frames drawn in 0.139 seconds => 717.9 frames per second
INFO: RenderCopy [mode: Add]...100 frames drawn in 0.134 seconds => 744.3 frames per second
INFO: RenderCopy [mode: Mod]...100 frames drawn in 0.134 seconds => 746.1 frames per second
INFO: RenderCopyEx [mode: None]...100 frames drawn in 0.134 seconds => 745.4 frames per second
INFO: RenderCopyEx [mode: Blend]...100 frames drawn in 0.138 seconds => 726.2 frames per second
INFO: RenderCopyEx [mode: Add]...100 frames drawn in 0.137 seconds => 730.1 frames per second
INFO: RenderCopyEx [mode: Mod]...100 frames drawn in 0.143 seconds => 699.3 frames per second
INFO: Color modulation [mode: None]...100 frames drawn in 0.125 seconds => 798.3 frames per second
INFO: Color modulation [mode: Blend]...100 frames drawn in 0.126 seconds => 796.2 frames per second
INFO: Color modulation [mode: Add]...100 frames drawn in 0.127 seconds => 786.1 frames per second
INFO: Color modulation [mode: Mod]...100 frames drawn in 0.126 seconds => 795.2 frames per second
INFO: Alpha modulation [mode: None]...100 frames drawn in 0.131 seconds => 763.2 frames per second
INFO: Alpha modulation [mode: Blend]...100 frames drawn in 0.140 seconds => 715.5 frames per second
INFO: Alpha modulation [mode: Add]...100 frames drawn in 0.136 seconds => 735.9 frames per second
INFO: Alpha modulation [mode: Mod]...100 frames drawn in 0.134 seconds => 744.6 frames per second
INFO: UpdateTexture [mode: None]...100 frames drawn in 0.148 seconds => 675.8 frames per second, 702.9 operations per second
INFO: UpdateTexture [mode: Blend]...100 frames drawn in 0.151 seconds => 660.6 frames per second, 687.0 operations per second
INFO: UpdateTexture [mode: Add]...100 frames drawn in 0.152 seconds => 659.9 frames per second, 686.2 operations per second
INFO: UpdateTexture [mode: Mod]...100 frames drawn in 0.156 seconds => 639.9 frames per second, 665.5 operations per second
INFO: ReadPixels [mode: None]...0 frames drawn in 1.331 seconds => 0.0 frames per second, 75.2 operations per second
INFO: ReadPixels [mode: Blend]...0 frames drawn in 1.308 seconds => 0.0 frames per second, 76.5 operations per second
INFO: ReadPixels [mode: Add]...0 frames drawn in 1.318 seconds => 0.0 frames per second, 75.8 operations per second
INFO: ReadPixels [mode: Mod]...0 frames drawn in 1.283 seconds => 0.0 frames per second, 77.9 operations per second
INFO: Failed to create renderer: Failed to create OpenGL ES 2 context
INFO: Starting to test renderer called [software], flags 0x9
INFO: Points [mode: None]...100 frames drawn in 0.328 seconds => 305.1 frames per second
INFO: Points [mode: Blend]...100 frames drawn in 0.325 seconds => 307.6 frames per second
INFO: Points [mode: Add]...100 frames drawn in 0.325 seconds => 307.6 frames per second
INFO: Points [mode: Mod]...100 frames drawn in 0.331 seconds => 302.4 frames per second
INFO: Lines [mode: None]...100 frames drawn in 0.697 seconds => 143.4 frames per second
INFO: Lines [mode: Blend]...100 frames drawn in 0.996 seconds => 100.4 frames per second
INFO: Lines [mode: Add]...100 frames drawn in 1.001 seconds => 99.9 frames per second
INFO: Lines [mode: Mod]...100 frames drawn in 0.990 seconds => 101.0 frames per second
INFO: FillRects [mode: None]...100 frames drawn in 2.835 seconds => 35.3 frames per second
INFO: FillRects [mode: Blend]...100 frames drawn in 8.116 seconds => 12.3 frames per second
INFO: FillRects [mode: Add]...100 frames drawn in 7.631 seconds => 13.1 frames per second
INFO: FillRects [mode: Mod]...100 frames drawn in 7.076 seconds => 14.1 frames per second
INFO: RenderCopy [mode: None]...100 frames drawn in 0.528 seconds => 189.4 frames per second
INFO: RenderCopy [mode: Blend]...100 frames drawn in 0.997 seconds => 100.3 frames per second
INFO: RenderCopy [mode: Add]...100 frames drawn in 0.944 seconds => 105.9 frames per second
INFO: RenderCopy [mode: Mod]...100 frames drawn in 0.902 seconds => 110.8 frames per second
INFO: RenderCopyEx [mode: None]...100 frames drawn in 7.114 seconds => 14.1 frames per second
INFO: RenderCopyEx [mode: Blend]...100 frames drawn in 2.216 seconds => 45.1 frames per second
INFO: RenderCopyEx [mode: Add]...100 frames drawn in 3.064 seconds => 32.6 frames per second
INFO: RenderCopyEx [mode: Mod]...100 frames drawn in 4.493 seconds => 22.3 frames per second
INFO: Color modulation [mode: None]...100 frames drawn in 0.424 seconds => 235.9 frames per second
INFO: Color modulation [mode: Blend]...100 frames drawn in 0.470 seconds => 212.6 frames per second
INFO: Color modulation [mode: Add]...100 frames drawn in 0.465 seconds => 214.9 frames per second
INFO: Color modulation [mode: Mod]...100 frames drawn in 0.455 seconds => 220.0 frames per second
INFO: Alpha modulation [mode: None]...100 frames drawn in 0.724 seconds => 138.0 frames per second
INFO: Alpha modulation [mode: Blend]...100 frames drawn in 1.141 seconds => 87.6 frames per second
INFO: Alpha modulation [mode: Add]...100 frames drawn in 1.081 seconds => 92.5 frames per second
INFO: Alpha modulation [mode: Mod]...100 frames drawn in 0.970 seconds => 103.1 frames per second
INFO: UpdateTexture [mode: None]...100 frames drawn in 0.754 seconds => 132.6 frames per second, 137.9 operations per second
INFO: UpdateTexture [mode: Blend]...100 frames drawn in 1.174 seconds => 85.2 frames per second, 88.6 operations per second
INFO: UpdateTexture [mode: Add]...100 frames drawn in 1.106 seconds => 90.5 frames per second, 94.1 operations per second
INFO: UpdateTexture [mode: Mod]...100 frames drawn in 1.025 seconds => 97.5 frames per second, 101.4 operations per second
INFO: ReadPixels [mode: None]...0 frames drawn in 0.129 seconds => 0.0 frames per second, 777.4 operations per second
INFO: ReadPixels [mode: Blend]...0 frames drawn in 0.125 seconds => 0.0 frames per second, 800.0 operations per second
INFO: ReadPixels [mode: Add]...0 frames drawn in 0.128 seconds => 0.0 frames per second, 781.0 operations per second
INFO: ReadPixels [mode: Mod]...0 frames drawn in 0.132 seconds => 0.0 frames per second, 760.3 operations per second
INFO: Bye bye
#

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Re: SDL2
Home away from home
Joined:
2007/9/11 11:31
From Russia
Posts: 4517
@Capehill
Tested latest iconification branch: all fine now. At least i tested with gigalomania game, it takes icon , name of binary, etc all correctly now.

Is it possible to add that iconification's code to the SDL1 too ?

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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@kas1e

Screen notification didn't work with the SDL test programs so it has to be fixed or removed. If I remember correctly, SDL1 already contains some iconification code but I haven't tested it. Probably iconification in SDL1 is slightly simpler than in SDL2 because SDL1 has only one window ever.

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Re: SDL2
Home away from home
Joined:
2006/11/26 21:45
From A haunted Castle somewhere in the Bavarian Mountains
Posts: 3032
@Capehill

Not sure if this is SDL or OpenGL related, but i get a complete freeze (no crash, nothing on serial) on quitting ScummVM when in window mode.

The last line before the system freeze is *always* "hiding window", no matter if i'm in a game or in ScummVM's launcher.

Thanks for any hints

[OS4_LoadGlLibraryProfile_mask 0major ver 1minor ver 3
[OS4_IsMiniGLOpenGL 1.3 requested
[OS4_GL_LoadLibraryCalled 0
[OS4_OpenLibraryOpening 'minigl.library' version 2 succeeded (address 0x61D207A8)
[
OS4_GetInterfaceGetting interface for libbase 0x61D207A8 succeeded (address 0x61D208B0)
[
OS4_GL_LoadLibraryMiniGL library opened
[OS4_GetDisplayBoundsx=0y=0w=2560h=1440
[OS4_CreateWindowOpen fullscreen window with delay
[OS4_GetDisplayBoundsx=0y=0w=2560h=1440
[OS4_GetDisplayBoundsx=0y=0w=2560h=1440
[OS4_GetDisplayBoundsx=0y=0w=2560h=1440
[OS4_SetDisplayModeOpened screen id 1342182144640*480*24 (address 0x4FB96548)
[
OS4_SetWindowFullscreenTrying to set 'ScummVM' into fullscreen mode
[OS4_SetWindowFullscreenSystem window doesn't exist yet, let's open it
[OS4_GetIDCMPFlagsCalled
[OS4_GetWindowFlagsCalled
[OS4_GetScreenForWindowFullscreen
[OS4_CreateSystemWindowOpening window 'ScummVM' at (0,0of size (640x480on screen 0x4FB96548
[OS4_CreateSystemWindowWindow address 0x4FB983A8
[OS4_RefreshCursorStateMouse shown 0
[OS4_ShowCursorHiding cursor
[OS4_ShowWindowShowing window 'ScummVM'
[OS4_SetWindowGrabPrivateWindow 0x4FB983A8 ('(null)'input was grabbed
[OS4_GL_CreateContextCalled
[OS4_GL_AllocateBuffersAllocate double buffer bitmaps 640*480*32
[OS4_GL_AllocateBuffersSRC FMT 6SRC2 FMT 6DST FMT 6
[OS4_GL_CreateContextMiniGL context 0x4E001300 created for window 'ScummVM'
[OS4_GL_GetProcAddressCalled for 'glEnable'
[OS4_GL_GetProcAddressCalled for 'glDisable'
[OS4_GL_GetProcAddressCalled for 'glIsEnabled'
[OS4_GL_GetProcAddressCalled for 'glClear'
[OS4_GL_GetProcAddressCalled for 'glColor4f'
[OS4_GL_GetProcAddressCalled for 'glViewport'
[OS4_GL_GetProcAddressCalled for 'glMatrixMode'
[OS4_GL_GetProcAddressCalled for 'glLoadIdentity'
[OS4_GL_GetProcAddressCalled for 'glLoadMatrixf'
[OS4_GL_GetProcAddressCalled for 'glShadeModel'
[OS4_GL_GetProcAddressCalled for 'glHint'
[OS4_GL_GetProcAddressCalled for 'glClearColor'
[OS4_GL_GetProcAddressCalled for 'glBlendFunc'
[OS4_GL_GetProcAddressCalled for 'glEnableClientState'
[OS4_GL_GetProcAddressCalled for 'glPixelStorei'
[OS4_GL_GetProcAddressCalled for 'glScissor'
[OS4_GL_GetProcAddressCalled for 'glReadPixels'
[OS4_GL_GetProcAddressCalled for 'glGetIntegerv'
[OS4_GL_GetProcAddressCalled for 'glDeleteTextures'
[OS4_GL_GetProcAddressCalled for 'glGenTextures'
[OS4_GL_GetProcAddressCalled for 'glBindTexture'
[OS4_GL_GetProcAddressCalled for 'glTexParameteri'
[OS4_GL_GetProcAddressCalled for 'glTexImage2D'
[OS4_GL_GetProcAddressCalled for 'glTexCoordPointer'
[OS4_GL_GetProcAddressCalled for 'glVertexPointer'
[OS4_GL_GetProcAddressCalled for 'glDrawArrays'
[OS4_GL_GetProcAddressCalled for 'glTexSubImage2D'
[OS4_GL_GetProcAddressCalled for 'glGetString'
[OS4_GL_GetProcAddressCalled for 'glGetError'
[OS4_GL_GetProcAddressCalled for 'glEnableVertexAttribArrayARB'
[OS4_GL_GetProcAddressFailed to load 'glEnableVertexAttribArrayARB'
[OS4_GL_GetProcAddressCalled for 'glDisableVertexAttribArrayARB'
[OS4_GL_GetProcAddressFailed to load 'glDisableVertexAttribArrayARB'
[OS4_GL_GetProcAddressCalled for 'glUniform1iARB'
[OS4_GL_GetProcAddressFailed to load 'glUniform1iARB'
[OS4_GL_GetProcAddressCalled for 'glUniform1fARB'
[OS4_GL_GetProcAddressFailed to load 'glUniform1fARB'
[OS4_GL_GetProcAddressCalled for 'glUniformMatrix4fvARB'
[OS4_GL_GetProcAddressFailed to load 'glUniformMatrix4fvARB'
[OS4_GL_GetProcAddressCalled for 'glVertexAttrib4fARB'
[OS4_GL_GetProcAddressFailed to load 'glVertexAttrib4fARB'
[OS4_GL_GetProcAddressCalled for 'glVertexAttribPointerARB'
[OS4_GL_GetProcAddressFailed to load 'glVertexAttribPointerARB'
[OS4_GL_GetProcAddressCalled for 'glCreateProgramObjectARB'
[OS4_GL_GetProcAddressFailed to load 'glCreateProgramObjectARB'
[OS4_GL_GetProcAddressCalled for 'glDeleteObjectARB'
[OS4_GL_GetProcAddressFailed to load 'glDeleteObjectARB'
[OS4_GL_GetProcAddressCalled for 'glAttachObjectARB'
[OS4_GL_GetProcAddressFailed to load 'glAttachObjectARB'
[OS4_GL_GetProcAddressCalled for 'glDetachObjectARB'
[OS4_GL_GetProcAddressFailed to load 'glDetachObjectARB'
[OS4_GL_GetProcAddressCalled for 'glLinkProgramARB'
[OS4_GL_GetProcAddressFailed to load 'glLinkProgramARB'
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[OS4_GL_GetProcAddressFailed to load 'glGetAttribLocationARB'
[OS4_GL_GetProcAddressCalled for 'glGetUniformLocationARB'
[OS4_GL_GetProcAddressFailed to load 'glGetUniformLocationARB'
[OS4_GL_GetProcAddressCalled for 'glCreateShaderObjectARB'
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[OS4_GL_GetProcAddressCalled for 'glDeleteObjectARB'
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[OS4_GL_GetProcAddressCalled for 'glGetObjectParameterivARB'
[OS4_GL_GetProcAddressFailed to load 'glGetObjectParameterivARB'
[OS4_GL_GetProcAddressCalled for 'glGetInfoLogARB'
[OS4_GL_GetProcAddressFailed to load 'glGetInfoLogARB'
[OS4_GL_GetProcAddressCalled for 'glShaderSourceARB'
[OS4_GL_GetProcAddressFailed to load 'glShaderSourceARB'
[OS4_GL_GetProcAddressCalled for 'glCompileShaderARB'
[OS4_GL_GetProcAddressFailed to load 'glCompileShaderARB'
[OS4_GL_GetProcAddressCalled for 'glBindFramebufferEXT'
[OS4_GL_GetProcAddressFailed to load 'glBindFramebufferEXT'
[OS4_GL_GetProcAddressCalled for 'glDeleteFramebuffersEXT'
[OS4_GL_GetProcAddressFailed to load 'glDeleteFramebuffersEXT'
[OS4_GL_GetProcAddressCalled for 'glGenFramebuffersEXT'
[OS4_GL_GetProcAddressFailed to load 'glGenFramebuffersEXT'
[OS4_GL_GetProcAddressCalled for 'glFramebufferTexture2DEXT'
[OS4_GL_GetProcAddressFailed to load 'glFramebufferTexture2DEXT'
[OS4_GL_GetProcAddressCalled for 'glCheckFramebufferStatusEXT'
[OS4_GL_GetProcAddressFailed to load 'glCheckFramebufferStatusEXT'
[OS4_GL_GetProcAddressCalled for 'glActiveTextureARB'
[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
[OS4_SetPointerForEachWindowSetting pointer object 0x4FB95EF4 (type 16) for window 0x4FB983A8
[OS4_ShowCursorHiding cursor
[OS4_SetPointerForEachWindowSetting pointer object 0x4FB95EF4 (type 16) for window 0x4FB983A8
[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
[OS4_SetPointerForEachWindowSetting pointer object 0x4FB95EF4 (type 16) for window 0x4FB983A8
[OS4_ShowCursorHiding cursor
[OS4_SetPointerForEachWindowSetting pointer object 0x4FB95EF4 (type 16) for window 0x4FB983A8
[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_ShowCursorHiding cursor
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[OS4_SetWindowGrabPrivateWindow 0x4FB983A8 ('Leisure Suit Larry 6: Shape Up or Slip Out! (DOS/English)'input was released
[OS4_SetWindowGrabPrivateWindow 0x4FB983A8 ('Leisure Suit Larry 6: Shape Up or Slip Out! (DOS/English)'input was released
[OS4_GL_MakeCurrentCalled window=0x00000000 context=0x00000000
[OS4_GL_DeleteContextCalled with context=0x4A806300
[OS4_GL_DeleteContextFound MiniGL contextclearing window binding
[OS4_GetDisplayBoundsx=0y=0w=2560h=1440
[OS4_HideWindowHiding window 'Leisure Suit Larry 6: Shape Up or Slip Out! (DOS/English)'

_________________
If slaughterhouses had glass walls, everyone would be a vegetarian. ~ Sir Paul McCartney
-
Did everything just taste purple for a second? ~ Philip J. Fry
-
Ain't got no cash, ain't got no style, ladies vomit when I smile. ~ Dr. John Zoidberg
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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@Raziel

Did the "freeze at quit" problem appear recently or was it there always?

OS4_HideWindow() doesn't seem to be doing much.

I will try to reproduce issue at some point, hopefully next week.

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Re: SDL2
Home away from home
Joined:
2006/11/26 21:45
From A haunted Castle somewhere in the Bavarian Mountains
Posts: 3032
@Capehill

Well, i didn't really test it much, as i'm normally only doing fullscreen.

The first time it happened was, when a rather new game entry started freezing.

I was able to corner the problem to the game opening a window before
switching to fullscreen but instantly quitting while in window mode due to
a bug in the game.

Then i tried with other games and finally with the launcher itself.

Might be a rather "old" problem, yes.

Thank you for checking

_________________
If slaughterhouses had glass walls, everyone would be a vegetarian. ~ Sir Paul McCartney
-
Did everything just taste purple for a second? ~ Philip J. Fry
-
Ain't got no cash, ain't got no style, ladies vomit when I smile. ~ Dr. John Zoidberg
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Re: SDL2
Home away from home
Joined:
2006/11/26 21:45
From A haunted Castle somewhere in the Bavarian Mountains
Posts: 3032
@Capehill

Issue #39 on sf.net updated

The freeze quit only happens when using "OpenGL" inside ScummVM, easy to test too, as you don't need a game, just open the launcher, switch to SummVM and try to close the window.

_________________
If slaughterhouses had glass walls, everyone would be a vegetarian. ~ Sir Paul McCartney
-
Did everything just taste purple for a second? ~ Philip J. Fry
-
Ain't got no cash, ain't got no style, ladies vomit when I smile. ~ Dr. John Zoidberg
   Report Go to top

Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@Raziel

Ok. I'm trying to get 2.0.8 RC1 out for testing and perhaps after that I will try to reproduce the OpenGL freeze. (Grim Fandango I only have for PlayStation so cannot probably reproduce that issue)

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Re: SDL2
Home away from home
Joined:
2006/12/2 3:55
From Italy, Perugia
Posts: 3029
@Capehill

For the ticket 7 (https://github.com/AmigaPorts/sdl2-amigaos4/issues/7)

Don't know if it will be easy as we speak but can you reuse the same code of the old SDL1 ?

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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438
@samo79

AmigaOS version strings have format "major.minor" while SDL library uses "major.minor.patch". I'm wondering whether the version could be expressed as "majorminor.patch" (20.8)? It would work at least upto minor version 9.

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Re: SDL2
Not too shy to talk
Joined:
2007/7/14 20:30
From Lothric
Posts: 438

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