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Re: SDL2
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@Capehill

The crash is always reproducible here, GR just popup at the very end of the test (that is conducted well aniway)

Here the link of the new crashlog obtained with the debug lib though
I did not know exactly how to procede for using specifically the debug version so i've only renamed the debug library as the nondebug one and then started the test

https://files.fm/u/djs3at6mt

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Re: SDL2
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@samo79

Please capture serial logs when using the debug version of libSDL2-24.0.so.

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Re: SDL2
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@Capehill

I catch some log with Sashimi during the entire test to the final crash, then if i click on ignore DSI i get an instant system freeze (but some more interesting log will be printer on shell (see grab inside of the archive)

https://files.fm/u/64fwpad3b

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Re: SDL2
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Hi, updated (and fixed) http://jabirulo.byethost13.com/temp/sdl2/SDL2prefs_V1.5.7z

-Supports pressing ESC key as exit/quit
-Forgot to reset 'Allow Screen Saver" on RESET button


BTW shouldn't "Allow Screen Saver" be "Allow Screen Blanker"?

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Re: SDL2
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@samo79

I didn't see any serial prints from SDL2 so it looks like something went wrong when replacing the normal shared object with the debug one.

@jabirulo

Saver vs. blanker: dunno, I have tried to follow SDL2's terminology with names and they are using screensaver in variable name and documentation.

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Re: SDL2
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@Capehill

Ok try this one: https://files.fm/u/fsfmnrehd

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Re: SDL2
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I am working on a game and I have the following issue with the driver.

There is some areas designed with a border. This is nothing more than a graphic that is repeated, so to draw a border and in the middle this is black.

When I use any driver this was fine, but with the opengles2 it seems that those graphics are not applied at all and I get grabled graphics, probably whatever is in memory at the specific time.

To render those graphics the code does something like:

#define CLIP16(x, y)        (SDL_Rect) { x, y, 16, 16 }


SDL_Rect frame_top_left        CLIP16(offset.xoffset.y);
SDL_Rect box = { 001616 };
texture_render_clip(source,
    &
box,
    &
frame_top_left,
    
cam);
SDL_SetRenderTarget(cam->rendererNULL);


void 
texture_render_clip
(Texture *textureSDL_Rect *boxSDL_Rect *clipCamera *cam)
{
    if (!
texture->texture)
        return;

    
SDL_RenderCopy(cam->renderer,
               
texture->texture,
               
clip,
               
box);

    
texture->lastAccess SDL_GetTicks();
}


What I would like to ask is if anyone had a similar situation before and could share any tips.
Also, could this be an SDL 2.0.20 problem with the port? Should we experience this kind of problems because of the driver?

Thank you for your help guys.

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Re: SDL2
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@walkero

Have you tried to change batch mode setting? Do you have a minimal example that could be compiled for Linux? Have you checked with glSnoop that binary runs without Nova/OGLES2 errors?

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Re: SDL2
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@Capehill

Was the latest log useful?

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Re: SDL2
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@capehill
Thank you for your reply.

Quote:
Have you tried to change batch mode setting?


I did and nothing changed. The result is that this kind of drawing is removed.

Quote:
Do you have a minimal example that could be compiled for Linux?


I can try to create one if needed.

Quote:
Have you checked with glSnoop that binary runs without Nova/OGLES2 errors?


To be honest I haven't thought of that. I will check it today and get back to you.

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Re: SDL2
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@samo79

The good news is that I managed to reproduce the same crash simply by removing ogles2.library. I will try to remove some code optimizations since the stack trace is strange, maybe function inlining is messing it up.

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Re: SDL2
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@Capehill

Mmm interesting, I also had this library installed on my system (even if never used) .. in fact then I removed it...
Pretty possibile that this problem was also present in the previous versions of SDL demo but I didn't notice it before since it aniway found the library

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Re: SDL2
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@Capehill

2.0.24 - succesfully built a full ScummVM package, great work

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Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
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Re: SDL2
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@Capehill

Tried to port some SDL2 stuff, and findout that we seems do not have SDL_GetPreferredLocales() implemented ? At least will be good to have a stub and return something like ENGLISH or so

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Re: SDL2
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@Capehill

I too have a quick question regarding the settings.

Which of them are used by "default" (the settings just say "default", but i cannot find what *is* the default setting).

Also, wrt the "Driver" setting.

If i e.g. set the Driver to "Software" and start a program that explicitely uses OGLES2, what is preferred? Setting or program?
Same goes for all the other settings.

Thank you

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We are in the beginning of a mass extinction.
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Re: SDL2
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@kas1e

Thanks, adding SDL_GetPreferredLocales for the next RC.

@Raziel

Default: ok, I will see if help can be improved. Some settings like batching depend on the driver if I remember correctly. Have you checked https://wiki.libsdl.org/CategoryHints already?

Program can request any driver by index: https://wiki.libsdl.org/SDL_CreateRenderer . Please see also related functions.

If program passes -1 for the index, then SDL will check the hint. https://github.com/AmigaPorts/SDL-2.0/ ... /render/SDL_render.c#L971

Quote:

start a program that explicitely uses OGLES2


What do you mean by this? Do you have some code example in mind?

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Re: SDL2
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@Capehill
Thanks!

Another question which you may be aware of : i tried to build some context creation of opengl context which use assers , and which fail for gl4es but not for minigl. There is test case:

#include <iostream>
#include <cstring>
#include <SDL2/SDL.h>
#include <GL/GL.h>

SDL_Window *    gSDLWindow NULL
SDL_GLContext    gAGLContext NULL;

#define GAME_ASSERT(condition) do { if (!(condition)) DoFatalAlert("%s:%d: %s", __func__, __LINE__, #condition); } while(0)
#define GAME_ASSERT_MESSAGE(condition, message) do { if (!(condition)) DoFatalAlert("%s:%d: %s", __func__, __LINE__, message); } while(0) 

#define PROJECT_VERSION "3.0.0"

void DoFatalAlert(const charformat, ...)
{

    
char message[1024];
    
va_list args;
    
va_start(argsformat);
    
vsnprintf(messagesizeof(message), formatargs);
    
va_end(args);

    
printf("CMR Fatal Alert: %s\n"message);
    
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR"Cro-Mag Rally"messageNULL);

    if(
gAGLContext)
        
SDL_GL_DeleteContext(gAGLContext);
    
gAGLContext NULL;
    if(
gSDLWindow)
        
SDL_DestroyWindow(gSDLWindow);
    
gSDLWindow NULL;

    
SDL_Quit();    



int main()
{
    
    
// Initialize SDL video subsystem
    
if (!= SDL_Init(SDL_INIT_VIDEO))
    {
        throw 
std::runtime_error("Couldn't initialize SDL video subsystem.");
    }

    
gSDLWindow SDL_CreateWindow(
            
"Cro-Mag Rally " PROJECT_VERSION,
            
SDL_WINDOWPOS_CENTERED,
            
SDL_WINDOWPOS_CENTERED,
            
640,
            
480,
            
SDL_WINDOW_OPENGL SDL_WINDOW_RESIZABLE SDL_WINDOW_SHOWN);


    
GAME_ASSERT_MESSAGE(gSDLWindow"Window must be created before the DC!");

            
/* CREATE AGL CONTEXT & ATTACH TO WINDOW */

    
gAGLContext SDL_GL_CreateContext(gSDLWindow);

    if (!
gAGLContext)
        
DoFatalAlert(SDL_GetError());

    
GAME_ASSERT(glGetError() == GL_NO_ERROR);

            
/* ACTIVATE CONTEXT */

    
int mkc SDL_GL_MakeCurrent(gSDLWindowgAGLContext);
    
GAME_ASSERT_MESSAGE(mkc == 0SDL_GetError());
    
    
printf("all fine! Quit!\n");


    if(
gAGLContext)
        
SDL_GL_DeleteContext(gAGLContext);
    
gAGLContext NULL;
    if(
gSDLWindow)
        
SDL_DestroyWindow(gSDLWindow);
    
gSDLWindow NULL;

    
SDL_Quit();    
    
}


If i compile it over minigl, all fine, no error. If i compile for gl4es, then on running i have "main:69 glGetError() == GL_NO_ERROR".

Why so ? Maybe i forget to change something in SDL2 when apply gl4es fixes , or it's something about gl4es itself ?

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Re: SDL2
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@Capehill

Quote:

Quote:

start a program that explicitely uses OGLES2


What do you mean by this? Do you have some code example in mind?

What I meant was f.e. if I start ScummVM with the OpenGL renderer (which uses OGLES2) will it still enforce the setting from SDL2 settings (I.e. Software driver) or simply dismiss it?

Probably a stupid thing to ask

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Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
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Re: SDL2
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@kas1e

If GL error comes from OGLES2 then glSnoop may help. But it might come from GL4ES too?

@Raziel

This is is a type of question I shouldn't try to answer without reading ScummVM code but IIRC choosing ScummVM's OpenGL renderer means that application uses OpenGL context directly so SDL_Renderer is not involved.

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Re: SDL2
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@Capehill
Answered there to not deral sdl2 thread much : https://www.amigans.net/modules/newbb/ ... id=133992#forumpost133992

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