Author Topic: EGL_BAD_ALLOC error  (Read 4248 times)

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #15 on: February 15, 2015, 09:03:29 pm »
You need another model with more vertices then. You actually can't bend anything but a vertex. If there's no additional vertex between point A and B, the connection between them will always be a line.

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #16 on: March 23, 2015, 05:10:43 pm »
Hmm okay...

Another problem (offtopic again, sorry):

I sometimes get this crashreport, but I don't know why most people don't get it...:
Code: [Select]
java.lang.RuntimeException: [ 1427084178793 ] - ERROR: Failed to load and compile fragment shaders!
at com.threed.jpct.Logger.log(Logger.java:206)
at com.threed.jpct.GLSLShader.loadProgram(GLSLShader.java:1077)
at com.threed.jpct.GLSLShader.preInit(GLSLShader.java:285)
at com.threed.jpct.GL20.setShader(GL20.java:362)
at com.threed.jpct.GLRenderer.setShader(GLRenderer.java:553)
at com.threed.jpct.CompiledInstance.render(CompiledInstance.java:189)
at com.threed.jpct.GLRenderer.drawVertexArray(GLRenderer.java:2308)
at com.threed.jpct.World.draw(World.java:1417)
at com.threed.jpct.World.draw(World.java:1100)
at com.aeroshark333.skinviewer.SkinActivity$ViewerRenderer.onDrawFrame(SkinActivity.java:1522)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1368)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1123)

This error occured for my users on:
Android 4.4: 5x
Android 4.3: 1x
Android 2.3.x: 9x

Fragment shader:
Code: [Select]
precision highp float;

uniform sampler2D textureUnit0;

varying vec2 texCoord;
varying vec4 vertexColor;

void main() {
gl_FragColor= texture2D(textureUnit0, texCoord) * vertexColor;
        if (gl_FragColor.a<0.5) {
           discard;
        }
}

Any help would be welcome! ^.^

Cheers,
Abiram
« Last Edit: March 23, 2015, 05:12:16 pm by AeroShark333 »

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #17 on: March 23, 2015, 07:00:10 pm »
Hard to tell. It can't be the shader itself, because i don't see anything in there that can fail on any current device. Is this the complete log output? Nothing is printed out before this?

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #18 on: March 25, 2015, 02:15:08 pm »
Yes this is the complete log output

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #19 on: March 25, 2015, 04:56:08 pm »
How do you load the shader?

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #20 on: March 27, 2015, 11:43:44 am »
GLSLShader loader:
Code: [Select]
GLSLShader shader = new GLSLShader(getStringFromFile(R.raw.alphatest_vs),
getStringFromFile(R.raw.alphatest_fs));

//apply to all objects
iH = new InnerHead(shader);
oH = new OuterHead(shader);

Textfile loader:
Code: [Select]
private String getStringFromFile(int id) {
final InputStream stream = getResources().openRawResource(id);
final BufferedReader reader = new BufferedReader(new InputStreamReader(
stream));
String result = "";
try {
String line;
while ((line=reader.readLine()) != null) {
result += line + "\n";
}
} catch (final IOException e) {
e.printStackTrace();
}
return result;
}

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #21 on: March 27, 2015, 12:24:48 pm »
Try to replace your printStackTrace with throwing a new RuntimeException that wraps the IOException. Maybe the problem isn't the shader or the driver but the loading itself. With your code, this will remain more or less unnoticed. And don't forget to close the stream. Your current code doesn't do this. It's good practice IMHO to do this in a finally-block.

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #22 on: April 05, 2015, 02:17:01 pm »
Something like this?:
Code: [Select]
private String getStringFromFile(final int id) {
final InputStream stream1 = getResources().openRawResource(id);
final BufferedReader reader = new BufferedReader(
new InputStreamReader(stream1));
String result = "";
try {
String line;
while ((line = reader.readLine()) != null) {
result += line + "\n";
}
} catch (final IOException e1) {
final InputStream stream2 = getResources().openRawResource(id);
result = Loader
.loadTextFile(stream2);
try {
stream2.close();
} catch (IOException e2) {
// Doesn't matter
e2.printStackTrace();
}
if (result == "" || result == null) {
throw new RuntimeException(
"Could not get the String from the Resources");
} else {
return result;
}
} finally {
try {
stream1.close();
reader.close();
} catch (IOException e3) {
// Doesn't matter
e3.printStackTrace();
}
}
return result;
}

One problem is that this error does not show up a lot in the Google Play Store Developers Console really... Which makes it harder for me to judge whether the bug/crash is fixed or not.
« Last Edit: April 05, 2015, 02:24:46 pm by AeroShark333 »

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #23 on: April 07, 2015, 01:11:11 pm »
No, not quite like that. It's better to use the RuntimeException constructor that takes the source exception as an additional parameter. The way you have it now only tells you that it didn't work out but hides the actual cause.

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #24 on: April 07, 2015, 07:01:46 pm »
So basically:
Code: [Select]
throw new RuntimeException(
"Could not get the String from the Resources", e1);

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #25 on: April 08, 2015, 12:03:41 pm »
Yes, something like that.

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #26 on: April 14, 2015, 02:45:48 pm »
So I got a new stacktrace...

Code: [Select]
java.lang.RuntimeException: [ 1428953336458 ] - ERROR: java.lang.RuntimeException: [ 1428953336457 ] - ERROR: java.lang.RuntimeException: [ 1428953336456 ] - ERROR: java.lang.RuntimeException: [ 1428953336450 ] - ERROR: Failed to load and compile fragment shaders!
at com.threed.jpct.Logger.log(Logger.java:206)
at com.threed.jpct.GLSLShader.loadProgram(GLSLShader.java:1077)
at com.threed.jpct.GLSLShader.<init>(GLSLShader.java:265)
at com.threed.jpct.GL20.<init>(GL20.java:124)
at java.lang.Class.newInstanceImpl(Native Method)
at java.lang.Class.newInstance(Class.java:1440)
at com.threed.jpct.GLRenderer.init(GLRenderer.java:403)
at com.threed.jpct.GLRenderer.init(GLRenderer.java:384)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:94)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:119)
at com.aeroshark333.skinviewer.SkinActivity$ViewerRenderer.onSurfaceChanged(SkinActivity.java:1484)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1154)

at com.threed.jpct.Logger.log(Logger.java:206)
at com.threed.jpct.Logger.log(Logger.java:150)
at com.threed.jpct.GLSLShader.<init>(GLSLShader.java:269)
at com.threed.jpct.GL20.<init>(GL20.java:124)
at java.lang.Class.newInstanceImpl(Native Method)
at java.lang.Class.newInstance(Class.java:1440)
at com.threed.jpct.GLRenderer.init(GLRenderer.java:403)
at com.threed.jpct.GLRenderer.init(GLRenderer.java:384)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:94)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:119)
at com.aeroshark333.skinviewer.SkinActivity$ViewerRenderer.onSurfaceChanged(SkinActivity.java:1484)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1154)

at com.threed.jpct.Logger.log(Logger.java:206)
at com.threed.jpct.Logger.log(Logger.java:138)
at com.threed.jpct.GLRenderer.init(GLRenderer.java:405)
at com.threed.jpct.GLRenderer.init(GLRenderer.java:384)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:94)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:119)
at com.aeroshark333.skinviewer.SkinActivity$ViewerRenderer.onSurfaceChanged(SkinActivity.java:1484)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1154)

at com.threed.jpct.Logger.log(Logger.java:206)
at com.threed.jpct.Logger.log(Logger.java:150)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:96)
at com.threed.jpct.FrameBuffer.<init>(FrameBuffer.java:119)
at com.aeroshark333.skinviewer.SkinActivity$ViewerRenderer.onSurfaceChanged(SkinActivity.java:1484)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1154)

Code:
Code: [Select]
public ViewerRenderer(final boolean use3dSword,
final boolean use2dSword, final boolean supportsEs2,
final TextureManager tM) {
                        // irrelevant code
GLSLShader shader = new GLSLShader(
getStringFromFile(R.raw.alphatest_vs),
getStringFromFile(R.raw.alphatest_fs));
                       // irrelevant code
}
Code: [Select]
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// irrelevant code
     this.frameBuffer = new FrameBuffer(width, height); //line 1484
                       // irrelevant code
}
Code: [Select]
private String getStringFromFile(final int id) {
final InputStream stream1 = getResources().openRawResource(id);
final BufferedReader reader = new BufferedReader(
new InputStreamReader(stream1));
String result = "";
try {
String line;
while ((line = reader.readLine()) != null) {
result += line + "\n";
}
} catch (final IOException e1) {
final InputStream stream2 = getResources().openRawResource(id);
result = Loader.loadTextFile(stream2);
try {
stream2.close();
} catch (IOException e2) {
// Doesn't matter
e2.printStackTrace();
}
if (result == "" || result == null) {
throw new RuntimeException(
"Could not get the String from the Resources", e1);
} else {
return result;
}
} finally {
try {
stream1.close();
reader.close();
} catch (IOException e3) {
// Doesn't matter
e3.printStackTrace();
}
}
return result;
}

EDIT:
Some side information:
- Crash happened on a Android 2.3.3 - 2.3.7 (Device 'name': h712a)
- The version of Skin Viewer 3D he used, does have the new shader loader.
- This stacktrace is new, I have not seen this one before... However, it sort of looks the same as the previous stacktrace... But somewhy FrameBuffer is involved this time? o.O
- Only one user (of the 82165 users (where 13948 active)) reported the crash with this stacktrace. The previous one was reported 9 times. (different users too)
« Last Edit: April 14, 2015, 02:53:42 pm by AeroShark333 »

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #27 on: April 14, 2015, 07:07:52 pm »
A complete log output isn't available? I would guess that this is either a driver issue (I was unable to find an Android device named "h712a"...only an older Envision monitor) or some problem with the gl context being destroyed or becoming invalid right after it's creation for some reason. Without a full log output, this is very hard to tell...

Offline AeroShark333

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Re: EGL_BAD_ALLOC error
« Reply #28 on: April 15, 2015, 11:07:37 pm »
No sorry, this is all I got...

Offline EgonOlsen

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Re: EGL_BAD_ALLOC error
« Reply #29 on: April 17, 2015, 02:03:59 pm »
...than it's pretty hard to find the problem without the device that has it. There exist several frameworks that allow for better, more detailed feedback in case of an error. Maybe that's an option... ???