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Messages - fzurita

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406
General Discussion / Re: Backtrace on segfault in NDK code
« on: July 19, 2015, 11:31:59 PM »
i was able to get a backtrace using some tutorials online, i was not able to get a backtrace using ndk stack due to the single line backtrace in logcat:
07-20 00:18:40.141: I/app_name(4593):   # 0: 0xe38475c4 
07-20 00:18:40.141: I/app_name(4593):   # 1: 0xe3847ad5 
07-20 00:18:40.141: I/app_name(4593):   # 2: 0xf77a65c1  InvokeUserSignalHandler
07-20 00:18:40.141: I/app_name(4593):   # 3: 0xf440bad9 
07-20 00:18:40.141: I/app_name(4593):   # 4: 0xf74df380 
07-20 00:18:40.141: I/app_name(4593):   # 5: 0xec103402 
07-20 00:18:40.141: I/app_name(4593):   # 6: 0xec0e2cfc 
07-20 00:18:40.141: I/app_name(4593):   # 7: 0xec0f4e68 
07-20 00:18:40.141: I/app_name(4593):   # 8: 0xec12fc8a 
07-20 00:18:40.141: I/app_name(4593):   # 9: 0xec167ebc  GLSLCompileToUniflex
07-20 00:18:40.141: I/app_name(4593):   #10: 0xec1f27c0 
07-20 00:18:40.141: I/app_name(4593):   #11: 0xec1f2ff1  glCompileShader
07-20 00:18:40.141: I/app_name(4593):   #12: 0xe3886573 
07-20 00:18:40.141: I/app_name(4593):   #13: 0xe3844df1 
07-20 00:18:40.141: I/app_name(4593):   #14: 0xe384656e 
07-20 00:18:40.141: I/app_name(4593):   #15: 0xe386b569 
07-20 00:18:40.141: I/app_name(4593):   #16: 0xe386bf00 
07-20 00:18:40.141: I/app_name(4593):   #17: 0xe386c80f 
07-20 00:18:40.141: I/app_name(4593):   #18: 0xe386193b 
07-20 00:18:40.141: I/app_name(4593):   #19: 0xe384a541 
07-20 00:18:40.141: I/app_name(4593):   #20: 0xe387344e 
07-20 00:18:40.141: I/app_name(4593):   #21: 0xe3880805 
07-20 00:18:40.141: I/app_name(4593):   #22: 0xe384703d  ProcessDList
07-20 00:18:40.141: I/app_name(4593):   #23: 0xe367678c 
07-20 00:18:40.141: I/app_name(4593):   #24: 0xe366918b 
07-20 00:18:40.141: I/app_name(4593):   #25: 0xe367693e  DoRspCycles
07-20 00:18:40.141: I/app_name(4593):   #26: 0xdf1be591 
07-20 00:18:40.141: I/app_name(4593):   #27: 0xdf15165a 
07-20 00:18:40.141: I/app_name(4593):   #28: 0xdbcaf367 

Edit 1: This is pretty useless, it's missing too many symbols. I got this by catching the segmentation fault signal.

Edit 2: I think I installed an app that is preventing android from successfully creating core dumps. Unfortunately, to fix this, I have to reinstall my nexus player system image...

Edit 3: This may not be that useless. It seems to be crashing while compiling a specific shader. I can add some logging every time we compile a shader and with that I can figure out which shader is the one causing the issue.


407
General Discussion / Re: Backtrace on segfault in NDK code
« on: July 18, 2015, 11:46:44 PM »
Ok. So this doesn't look like a standard seg fault... See this:

Code: [Select]
07-19 00:44:03.506: A/libc(30707): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 31747 (CoreThread)

It seems like we get a thread id, but not backtrace at all. And the fault addr of 0x0 is very funky.

Edit: it's definately a problem with GLideN64, the crash doesn't happen with Glide 64.

408
General Discussion / Re: Backtrace on segfault in NDK code
« on: July 16, 2015, 10:44:30 AM »
I'll try to get a back trace soon using ndk-stack. Hopefully it will give me a file and line number. Is the default build environment set to build using debug mode? From my experience, if it's not, it will be harder to get a file and line number.

410
General Discussion / Re: Backtrace on segfault in NDK code
« on: July 15, 2015, 06:16:57 AM »
I have a save state in super mario 64 where the crash is happening. This save state is not accessible to me until I get back home though. The crash is happening as you walk towards the first Bowser level as you are getting close to the big star door. This is happening with GLideN64 and it's 100% reproducible so far.

I'll post the save state once I get home tonight. I'll also try the ndk-stack command. It would be nice if you could run it right in the logcat output in Eclipse.

411
General Discussion / Backtrace on segfault in NDK code
« on: July 14, 2015, 05:35:48 PM »
What is the easiest way to get a back trace on crashes in NDK code?

When something crashes in NDK code, all I see is some memory address in the logcat. I'm getting a few crashes Mupen 64 plus core in the nexus player. I'm not seeing these crashes in my nvidia shield portable, so I suspect it's related to the x86 processor.

I would like to take a shot at fixing them.

Edit: Spelling and grammar

412
General Discussion / Re: 3.0 Alpha Testing
« on: July 14, 2015, 09:27:06 AM »
Retroben, the new 3.0 auto build has an x86 workaround. Can you see if that works for you? It allows the GlideN64 plugin to start, but it's not really a true fix.

413
General Discussion / Re: Adding auto Big Screen mode to Android TV
« on: July 11, 2015, 07:34:55 PM »
OK, will do.

414
General Discussion / Adding auto Big Screen mode to Android TV
« on: July 10, 2015, 11:54:57 PM »
I'm trying to add automatic configuration of big screen mode if the current platform is Android TV. Through some google searches, I was able to determine that this is not hard to do. We can detect Android TV mode using this statement:

Code: [Select]
        UiModeManager uiModeManager = (UiModeManager) context.getSystemService(Context.UI_MODE_SERVICE);
        isAndroidTv = uiModeManager.getCurrentModeType() == Configuration.UI_MODE_TYPE_TELEVISION;

I was able to get this to work on my Nexus Player without any problem. The problem that I'm having though is that this project has a minimum API level of 7, while the Configuration.UI_MODE_TYPE_TELEVISION was only added on API level 13. How do we generally handle this kind of situation with API level? I would like to push this back, but I want to make sure I'm doing it this in the expected way:

In paulscode.android.mupen64plusae.persistent.AppData I'm adding a member attribute called isAndroidTV. I'm setting this in the constructor using
Code: [Select]
        if(AppData.IS_ICE_CREAM_SANDWICH)
        {
            UiModeManager uiModeManager = (UiModeManager) context.getSystemService(Context.UI_MODE_SERVICE);
            isAndroidTv = uiModeManager.getCurrentModeType() == Configuration.UI_MODE_TYPE_TELEVISION;
        }
        else
        {
        isAndroidTv = false;
        }

At the same time, I'm suppressing the Target API warning using this at the top of the constructor:     
Code: [Select]
@TargetApi( 13 )

In paulscode.android.mupen64plusae.persistent.GlobalPrefs, I'm modifying

Code: [Select]
isBigScreenMode = AppData.IS_OUYA_HARDWARE ;

to

Code: [Select]
isBigScreenMode = AppData.IS_OUYA_HARDWARE || appData.isAndroidTv;

Does this sound ok?

415
General Discussion / Re: 3.0 Alpha Testing
« on: July 06, 2015, 09:47:16 PM »
Ok, that took me a bit to figure out, but I think I got it. Git is very new to me, we use all SVN where I work.

416
General Discussion / Re: GLideN64 Android port
« on: July 05, 2015, 11:54:57 PM »
Hmmm. Is there an easy way to get a core dump or back trace out of ndk code? I'm getting a crash on x86 when enabling EnableN64DethCompare in GLideN64.

417
General Discussion / Re: 3.0 Alpha Testing
« on: July 05, 2015, 11:39:00 PM »
Should I be able to push my change to master before creating the pull request? I'm not too familiar with how things are done in this project.

By the way, I tested the fix and it seems to work ok. No more crashing in TV mode and the screenshot functionality in TV mode works now.

418
General Discussion / Re: 3.0 Alpha Testing
« on: July 05, 2015, 09:52:16 PM »
I can see what is wrong. In arrays.xml resource, the inputMapActivity_values needs one more entry. I can see what the fix is, is there an easy way to check in a fix if I get it to work?

419
General Discussion / Re: 3.0 Alpha Testing
« on: July 05, 2015, 09:36:59 PM »
I'm getting a crash when configuring input in TV mode in latest autobuild. Here is a core dump file from an earlier build.

420
General Discussion / Re: GLideN64 Android port
« on: July 05, 2015, 09:34:56 PM »
Should I test the GL Context build of July 3rd with GLideN64 on my x86 Acer Iconia tablet to see if it runs?

Gonetz hasn't checked in the x86 build fix yet.

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