jPCT-AE - a 3d engine for Android > Support
Crash (native)
AeroShark333:
Hello,
There are some issues with my app on some devices and I don't really know what's causing it...
--- Code: ---*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Build fingerprint: 'motorola/surnia_retbr_dstv/surnia_udstv:6.0/MPI24.65-39-4/3:user/release-keys'
Revision: 'p30d'
ABI: 'arm'
pid: 4182, tid: 4448, name: GLThread 17896 >>> com.aeroshark333.artofearthify <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xa336f000
r0 a336dab0 r1 a336dd10 r2 00000190 r3 a336efec
r4 00000654 r5 9daa3d00 r6 a336e9b8 r7 a336e364
r8 00000208 r9 00000000 sl 00000004 fp 00000000
ip 00000020 sp a1c05528 lr a336edac pc ac7a5396 cpsr 200f0030
backtrace:
#00 pc 000bc396 /system/vendor/lib/egl/libRBGLESv2_adreno.so (oxili_tile_texture+637)
#01 pc 000917a3 /system/vendor/lib/egl/libRBGLESv2_adreno.so
#02 pc 000935c9 /system/vendor/lib/egl/libRBGLESv2_adreno.so (rb_texture_update_hw_subimage+4204)
#03 pc 000949d7 /system/vendor/lib/egl/libRBGLESv2_adreno.so (rb_texture_loadimage+224)
#04 pc 0006e6b9 /system/vendor/lib/egl/libRBGLESv2_adreno.so (TexImageLoad+216)
#05 pc 0006e933 /system/vendor/lib/egl/libRBGLESv2_adreno.so (core_glTexImage2D+234)
#06 pc 0004cd3b /system/vendor/lib/egl/libRBGLESv2_adreno.so (glTexImage2D+50)
#07 pc 0006b5cf /system/lib/libandroid_runtime.so
#08 pc 02d6f84d /system/framework/arm/boot.oat (offset 0x1feb000)
--- End code ---
--- Code: ---*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Build fingerprint: 'motorola/surnia_retbr_dstv/surnia_udstv:6.0/MPI24.65-39-4/3:user/release-keys'
Revision: 'p30d'
ABI: 'arm'
pid: 3892, tid: 4136, name: GLThread 17925 >>> com.aeroshark333.artofearthify <<<
signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x9fa331a8
r0 9fa32500 r1 9fa32520 r2 00000190 r3 9fa337fc
r4 00000654 r5 9f386e00 r6 9fa331a8 r7 9fa32b74
r8 0000014c r9 00000000 sl 00000004 fp 00000000
ip 00000032 sp a02ff528 lr 9fa337fc pc ac7a538e cpsr 800f0030
backtrace:
#00 pc 000bc38e /system/vendor/lib/egl/libRBGLESv2_adreno.so (oxili_tile_texture+629)
#01 pc 000917a3 /system/vendor/lib/egl/libRBGLESv2_adreno.so
#02 pc 000935c9 /system/vendor/lib/egl/libRBGLESv2_adreno.so (rb_texture_update_hw_subimage+4204)
#03 pc 000949d7 /system/vendor/lib/egl/libRBGLESv2_adreno.so (rb_texture_loadimage+224)
#04 pc 0006e6b9 /system/vendor/lib/egl/libRBGLESv2_adreno.so (TexImageLoad+216)
#05 pc 0006e933 /system/vendor/lib/egl/libRBGLESv2_adreno.so (core_glTexImage2D+234)
#06 pc 0004cd3b /system/vendor/lib/egl/libRBGLESv2_adreno.so (glTexImage2D+50)
#07 pc 0006b5cf /system/lib/libandroid_runtime.so
#08 pc 02d6f84d /system/framework/arm/boot.oat (offset 0x1feb000)
--- End code ---
The device is a Motorola Moto E with 4G (2nd Gen) running Android 6.0.
I can't reproduce this crash myself on any of my devices.
AeroShark333:
--- Code: ---*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Build fingerprint: 'samsung/a5xeltexx/a5xelte:7.0/NRD90M/A510FXXU4CQDJ:user/release-keys'
Revision: '4'
ABI: 'arm'
pid: 32192, tid: 32357, name: GLThread 53616 >>> com.aeroshark333.artofearthify <<<
signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0xcb181538
r0 c43f7c00 r1 cb180890 r2 00000ca8 r3 cb181538
r4 cb180890 r5 f0f2d008 r6 cb1808d0 r7 c43f7c00
r8 00000400 r9 c43f8000 sl 00000001 fp 0000002d
ip 0000005a sp cce7e5cc lr cfabc58c pc cfabc5b8 cpsr 800a0010
backtrace:
#00 pc 003075b8 /system/vendor/lib/egl/libGLES_mali.so
--- End code ---
On Samsung Galaxy A5 2016 running Android 7.0
EgonOlsen:
Maybe a kind of out of memory? The strange thing of, that it happens in Mali and on Adreno, which makes it look like an app related problem rather than an engine related. How often does it happen?
AeroShark333:
Apparently this happens a lot and I managed to find a device with this issue myself (dad's phone).
Hmmm, I tried to mess around a bit and I'm starting to suspect the render target(s) or the blitting fragment shaders that I'm using.
The blitting shader is used for both rendertargets (in the blitting shader the shader is split for the two rendertargets)
In the heavy shader, render target 1 will do light operations and render target 1 will do heavy operations (probably too heavy for this phone).
In the light shader, render target 1 will do light operations and render target 2 will do even lighter operations.
One render target with a heavy blitting shader:
-> 4bpp enabled on render target (16-bit): Works. Works. Works. Works. Works.
-> 4bpp disabled on render target (32-bit): Works. Works.
Two render targets with a heavy blitting shader:
-> 4bpp enabled on render target (16-bit): Hangs. Hangs.
-> 4bpp disabled on render target (32-bit): Hangs. Hangs.
One render target with a light shader:
-> 4bpp enabled on render target (16-bit): SIGSEGV. SIGSEGV. Works. Works. SIGSEGV. Works.
-> 4bpp disabled on render target (32-bit): Works. Works.
Two render targets with a light shader:
-> 4bpp enabled on render target (16-bit): SIGSEGV. SIGSEGV. Works. SIGSEGV. SIGSEGV. Works.
-> 4bpp disabled on render target (32-bit): Works. Works. Works.
Or maybe it's not related to any of this at all...
I really have no clue...
Changing Config.blittingMode from 8 to 1 doesn't prevent the SIGSEGV from happening either.
This SIGSEGV doesn't happen on my own phone (which is more high-end...)
EgonOlsen:
How large is the render target?
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