jPCT-AE - a 3d engine for Android > Support

Crash (native)

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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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