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Re: The MiniGL thread
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@Daniel

At least one problem i can for sure 100% reproduce there : is what Petrol say, when i tried with 2.23 use force (via pressing f1 after training level) , then with 2.23 it always crashes/lockups, and with 2.20 never.

So, i use debug build with -O2 of 2.23 (only -O2, not other flags to rule optimisation out), and got nice crashlog:

Crashed processopenjk_sp (0x651074F0)
DSI verbose error descriptionAccess not allowed by page protection (protection violation)
Access was a load operation
 0
: 00000086 61F6A0E0 00000002 6FFFF800 830EF160 5BB45C08 000003FC 830EDC50
 8
: 00001900 C26E4122 FF0C0906 004D0D00 00000006 61F7ACD8 00000003 00000000
16
000000FF 6FFA3420 00000000 5B61AC04 00000315 82B9A600 6FFA3420 000000AC
24
00000100 01CC32E4 61F6A184 61F6A190 6FFFF800 00000400 5BB45C04 830EF15C
CR
59953595   XERE000006F  CTR01CC32E4  LR01C83508
DSISR
: 00800000  DAR5BB45C04

FP0 
FFF80000AE124000 0000000000000000 3E7777A5C0000000 0000000000000000
FP4 
C057E67000000000 C04229D000000000 4057E67000000000 3FF2000000000000
FP8 
4089000000000000 FFF8000000000329 C073EC9320000000 408CB64980000000
FP12
4089485580000000 408CB64980000000 2948120531259334 CA007F24FAB0C790
FP16
9C3107273D03CDBC 0F3511BEDD2CF8B1 0A86924B501CC9B0 BAE0887C20C24498
FP20
4056800000000000 4330000080000000 3FF0000000000000 3F847AE147AE147B
FP24
3FD3333333333333 0000000000000000 0000000000000000 402849BA60000000
FP28
4070000000000000 0000000000000000 0000000000000000 3FF0000000000000
FPSCR
AE124000

Disassembly of crash site
:
 
01CC353881240000   lwz               r9,0(r4)
 
01CC353C38A50004   addi              r5,r5,4
 01CC3540
38840004   addi              r4,r4,4
 01CC3544
38C6FFFC   subi              r6,r6,4
>01CC35489125FFFC   stw               r9,-4(r5)
 
01CC354C4BFFFDE8   b                 0x1CC3334
 01CC3550
70A9001F   andi.             r9,r5,31
 01CC3554
4182FE24   beq+              0x1CC3378
 01CC3558
4BFFFEA8   b                 0x1CC3400
 01CC355C
7C892A78   xor               r9,r4,r5

Kernel command line
serial munge debuglevel 0

Registers pointing to code
:
r13openjk_sp:cin()+0x1400 (section 25 0x77F4)
r25native kernel module graphics.library.kmod+0x000ace44
ip 
native kernel module graphics.library.kmod+0x000ad0a8
lr 
native kernel module graphics.library.kmod+0x0006d068
ctr
native kernel module graphics.library.kmod+0x000ace44

Stack trace
:
(
0x61F6A0E0native kernel module graphics.library.kmod+0x000ad0a8
(0x61F6A140native kernel module graphics.library.kmod+0x0006d068
(0x61F6A220native kernel module graphics.library.kmod+0x00023ee8
(0x61F6A310) [src/texture.c:2049LIBS:minigl.library:p96CopyBMToTex.isra.0()+0x11c (section 1 0x17484)
(
0x61F6A3D0LIBS:minigl.library:cgl_GLCopyTexImage2D()+0x5d0 (section 1 0x1AE6C)
(
0x61F6A470openjk_sp:_Z21RB_RenderDrawSurfListP10drawSurf_si()+0x7a0 (section 7 0xAA8F4)
(
0x61F6A570openjk_sp:_Z12RB_DrawSurfsPKv()+0x94 (section 7 0xAC518)
(
0x61F6A5D0openjk_sp:_Z24RB_ExecuteRenderCommandsPKv()+0xd0 (section 7 0xAD944)
(
0x61F6A5F0openjk_sp:_Z21R_IssueRenderCommandsi()+0x58 (section 7 0xB123C)
(
0x61F6A600openjk_sp:_Z11RE_EndFramePiS_()+0x70 (section 7 0xB12C8)
(
0x61F6A620openjk_sp:_Z16SCR_UpdateScreenv()+0x104 (section 7 0x13268)
(
0x61F6A630openjk_sp:_Z8CL_Frameif()+0x20c (section 7 0x101BC)
(
0x61F6A770openjk_sp:_Z9Com_Framev()+0x290 (section 7 0x443F8)
(
0x61F6B8F0openjk_sp:main()+0x10c (section 7 0x671F4)
(
0x61F6BD20native kernel module newlib.library.kmod+0x00002520
(0x61F6BD70native kernel module newlib.library.kmod+0x000031e4
(0x61F6BF20native kernel module newlib.library.kmod+0x00003558
(0x61F6BF50openjk_sp:_start()+0x170 (section 7 0x16C)
(
0x61F6BF90native kernel module dos.library.kmod+0x00026724
(0x61F6BFC0native kernel module kernel+0x0006b268
(0x61F6BFD0native kernel module kernel+0x0006b2b0

Disassembly of crash site
:
 
01CC353881240000   lwz               r9,0(r4)
 
01CC353C38A50004   addi              r5,r5,4
 01CC3540
38840004   addi              r4,r4,4
 01CC3544
38C6FFFC   subi              r6,r6,4
>01CC35489125FFFC   stw               r9,-4(r5)
 
01CC354C4BFFFDE8   b                 0x1CC3334
 01CC3550
70A9001F   andi.             r9,r5,31
 01CC3554
4182FE24   beq+              0x1CC3378
 01CC3558
4BFFFEA8   b                 0x1CC3400
 01CC355C
7C892A78   xor               r9,r4,r5
Stack pointer 
(0x61F6A0E0is inside bounds
Redzone is OK 
(4)

68k register dump
DATA
843FD600 00000000 00000000 00000000 00000000 00000000 00000000 00000000
ADDR
6FFA4000 83313D00 00000000 00000000 00000000 00000000 00000000 61F56690
Page information
:
Page 0xEFA6E870:
Virtual Address0x5BB45000
Physical Address
0x1A18A000
Lock count
1
Flags 
(0x102): (Swappable) (Mapped)
Protection bits (0x0): (super state only)
Page is assigned to VMArea primary heap


So its cgl_GLCopyTexImage2D, and src/texture.c:2049. Can it be something about changes done lately in favor to fix Capehill's fix ?

Maybe, the same issue cause effects on others ones like light saber, etc

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Re: The MiniGL thread
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@kas1e
Quote:
Can it be something about changes done lately in favor to fix Capehill's fix ?
Most likely yes. Apparently some unidentified side-effect hidden in the spaghetti-code. I'll dig deeper

Quote:
Maybe, the same issue cause effects on others ones like light saber, etc
Unlikely.

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Re: The MiniGL thread
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@Daytona675x

Quote:

rInfo.BytesPerRow = -destWidth * bytesPerPixel; // OpenGL starts at the bottom left, not the top left

PIX_FMT pix_fmt=(PIX_FMT)((destFormat-RGBFB_CLUT)+PIXF_CLUT);
IGraphics->ReadPixelArray(&rPort,srcXOffset,srcYOffset,rInfo.Memory,destXOffset,0,rInfo.BytesPerRow,pix_fmt,width,height);


Seems that dstBytesPerRow parameter is uint32, so code looks suspicious. Didn't test though.

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Re: The MiniGL thread
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@Capehill
Quote:
Seems that dstBytesPerRow parameter is uint32, so code looks suspicious.

Looks okay to me. A bit uncommon maybe but okay. First rInfo.BytesPerRow is being negated ( = very large uint32 which effectively results in a decrease per row during copying, to flip the data vertically), then this is undone when returning.

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Re: The MiniGL thread
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@Daytona675x

Videos as requested.

MiniGL 2.23 RTCW AOS4 MiniGL https://youtu.be/4-0ALU9vTB4

MiniGL 2.23 OpenJK AOS4 https://youtu.be/eFECWGZcVDg

MiniGL 2.21 OpenJK AOS4 https://youtu.be/nV3Mcoc66hY Lightsabres better, shadows still flickering.

I also tested MiniGL 2.5 from 2011 and MiniGL 2.20 from OS4Depot, they have the same Lightsabre and Shadows as that seen with MiniGL 2.21


Edited by ddni on 2019/3/20 16:14:28
Edited by ddni on 2019/3/20 16:20:02
Edited by ddni on 2019/3/20 16:26:04
Edited by ddni on 2019/3/20 16:26:35
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Re: The MiniGL thread
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@kas1e
@Daytona675x

Thanks a bunch for the collaboration on this release.
I got the 2.23 from Daniel's tmp site and so far it works awesome.

Reported bugs fixed...

Keep on, this is exactly what we need, software that MAKES a difference instead of talks

People are dying.
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!
– Greta Thunberg
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Re: The MiniGL thread
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@Daytona675x

--- Copy & Paste----
@ddni

Videos as requested.
MiniGL 2.23 RTCW AOS4 MiniGL https://youtu.be/4-0ALU9vTB4
MiniGL 2.23 OpenJK AOS4 https://youtu.be/eFECWGZcVDg
MiniGL 2.21 OpenJK AOS4 https://youtu.be/nV3Mcoc66hY

--- End ----


I see blood problems on the floor and walls in RTCW 1.41 & 1.51c (Huno).

TIPS:
We use graphics cards from the Radeon R9 family: R9 270X & R9 280X.


Edited by amig_os on 2019/3/20 16:31:46
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Re: The MiniGL thread
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@amig_os

Hi, the similar type of gfx card did cross my mind too.

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Re: The MiniGL thread
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@ddni
That looks like z-fighting alright.

This is just like television, only you can see much further.
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Re: The MiniGL thread
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Hmmmm...


1. OpenJK with MGL 2.21: player-shadow vs. sabre-lighting-on-floor: z-fighting. According to ddni also happens with 2.20, so let's forget about that for now. Probably even a pure game issue.

2. OpenJK with fresh MGL: stripes in sabre-lighting: at first glance I thought this was z-fighting. But taking a closer look the player's shadow doesn't seem to suffer from this! But in (1) we saw it fighting with the sabre-lighting! So if it was z-fighting I'd expect the shadow to behave similar. But it doesn't. Here it seems to be stable and fine in contrast to the sabre-lighting.

So IMHO there's sth. else going on here. Not to mention the complete vanishing of the sabre-lights sometimes. Very weird.

EDIT: is this changing the picture (incl. that one eventual force crash in OpenJK as reported by kas1e and petrol) for anybody who suffers from the issues?
http://www.goldencode.de/tmp/mgl.zip

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Re: The MiniGL thread
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@Daniel
Quote:

EDIT: is this changing the picture (incl. that one eventual force crash in OpenJK as reported by kas1e and petrol) for anybody who suffers from the issues?
http://www.goldencode.de/tmp/mgl.zip


Crash still there for sure. Reproducable from first try.

Is it possible for you to build 2.22 one ? I can't rollback to see that code via web , but at least we will easy understand if issues with crash start to happens with changes done between 2.21 and 2.22 or between 2.22 and 2.23. That will reduce questions for sure.

Also the same 2.22 can be tested and for jedi as well.

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Re: The MiniGL thread
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@kas1e
Yep, mgl22.zip is on my tmp location http://www.goldencode.de/tmp/mgl22.zip

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Re: The MiniGL thread
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@Daniel
Crash in Jedi:

mgl 2.21 , 2.22 and 2.23 : crash
mgl 2.20 : no crash

Changelog after 2.20 till 2.21:

Changes in v2.21
----------------
glGet*() now returns the value of GL_BLEND_DSTGL_BLEND_SRCGL_COLOR_CLEAR_VALUE,
  
GL_STENCIL_BITS
GL_ALPHA8 and GL_LUMINANCE8_ALPHA8 are now recognized as valid internal formats
Added missing stub for glGetPointerv()
Added fake VBO support. For source code compatibility onlythe buffers are stored
  in the system memory
. New functionsglGenBuffers(), glDeleteBuffers(), glBindBuffer(),
  
glBufferSubData(), glBufferData(), glGetBufferSubData(), glMapBuffer(), glUnmapBuffer(),
  
glGetBufferParameteriv()
glTexEnvi no longer sets GL_INVALID_ENUM unnecessarily when multitexturing is used
Fixed glCopyTexImage2D and glCopyTexSubImage2D with GL_RGB textures
glTexGenfv() now supports GL_EYE_PLANE
Added S3TC texture compression using the S2TC compressorSupports all of the S3TC,
  
DTXn and ARB formats
Fixed glCopyTexImage2D()
Added GL_DEPTH_COMPONENT support to glReadPixels(). Only supports GL_FLOAT type
Added support for the GL_INCR_WRAP and GL_DECR_WRAP stencil ops
glTexSubImage2D and glCopyTexSubImage2D now work on mip levels larger than 0
Added support for the GL_ARB_vertex_array_bgra extension


There i see "- Fixed glCopyTexImage2D()" , maybe that one related. Is it possible in SVN to see when that commit was done, and what exactly was changes (so, will be possible to understand wtf) ?

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Re: The MiniGL thread
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@all
Alright, because one of the issues seems to be very old and because for the other there are sometimes somehow contradicting reports / sth. that seems to be even hardware related and because the "let's make reasonable asumptions and try"-approach didn't lead to a solution until now, I'm now going to tackle that problem with hard math - with binary search

@all
Please forget everything else and only do the following:
download the latest http://www.goldencode.de/tmp/mgl.zip and try the libs inside its 506 subfolder with OpenJK only.
Please tell me the following (and only the following, please let's focus, keep your posts free of anything else please):

1. your specs (model and gfx-card for now)
2. the lib-folder number (506 in this case)
3. does it crash when using the force?
4. is the sabre-lighting looking like a) this or like b) this?

So a proper answer could be as simple as:

1. x5000, R9 270X
2. 506
3. yes
4. b

Thanks!

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Re: The MiniGL thread
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@Daniel
Can't answer exactly as you want, as with that 506 version, whole Jedi broken by look, and it was almost unpossible to find a "load" button, but i was able to do so, and it still crashes when i use force. And i can't answer there on question 4, as everything in visuall glitches, so can't see.

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Re: The MiniGL thread
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@Daniel
With your latest version, crash is fixed. Lightsabre and shadows still flickering. Did you intend for all textures to be gone?

1. x1000, R9 270X
2. 506
3. no
4. b


Edited by ddni on 2019/3/21 10:18:57
Edited by ddni on 2019/3/21 10:21:15
Edited by ddni on 2019/3/21 10:22:05
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Re: The MiniGL thread
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@ddni
Retest about crash again (few times) , it still here for sure.
Also how you check sabre light, if , in that 506 version no textures visibly , i even can't light of saber itself, taken aside checking if it a) or b) :))

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Re: The MiniGL thread
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Thanks, guys. No, textures aren't gone on my purpose It's apparently simply what this mgl repo rev. produces. Looks like this was one which was totally broken
Then let's go one binary-search step nearer to 2.20. I will prepare a new archive asap and tell you when done.

@kas1e
Can you please upload your OpenJK to my ftp? The version I got doesn't work at all.

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Re: The MiniGL thread
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@kas1e

I can see the glitch here, jump to 1min 08secs
https://www.youtube.com/watch?v=5lUy1mWlESU&feature=youtu.be

So far haven't made it crash with the F1 bug yet. will keep trying.

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Re: The MiniGL thread
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@Daniel
Is that "JK.lha" on your ftp already uploaded by someone and working, or it your one which didn't ?

I just was about to start upload when found it.

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