got the same nasty performance hit as glFinish.
Any other ideas?
On Oct 1, 7:43 pm, Robert Green <rbgrn....@gmail.com> wrote:
> I'm not mixing native with my context, but I get lots of reports of
> freezing and have seen it on my Nexus One running both 2.1 and 2.2.
> I'm just trying to find a solution to it.
>
> On Oct 1, 7:04 pm, Leigh McRae <leigh.mc...@lonedwarfgames.com> wrote:
>
>
>
>
>
>
>
> > I would never call glFinish unless I was reading a buffer back. I
> > would also never call glFlush. Swapping the buffers will do this. When
> > I was writing drivers it was common for glFlush to be a NOP.
>
> > With that said, if you're mixing native with your context use the
> > eglWait functions. I know eglWaitGL says it's the same as glFinish but
> > I think the driver has a more clearer picture as to what is going on.
>
> > On 10/1/2010 7:43 PM, Robert Green wrote:
>
> > > After more testing it's apparent that glFinish is causing nearly
> > > double the frame time and it's not my code causing the issue.
>
> > > Do you think adding glFlush() will do anything useful? I did that on
> > > my first 3D game and no one's ever complained about it freezing.
>
> > > On Oct 1, 6:12 pm, Robert Green<rbgrn....@gmail.com> wrote:
> > >> Bad news... My testing shows a very significant performance hit from
> > >> doing this.
>
> > >> Nexus One went from 40fps without ending on glFinish down to 20-27.
> > >> G1 went from 30fps down to about 5-10.
>
> > >> This is not good. I can't just put that in and call it fixed or it'll
> > >> make the game unplayable on low end phones. I'll do some more testing
> > >> and see if it's my threading causing problems but I have a bad feeling
> > >> that it's not.
>
> > >> On Sep 30, 3:30 pm, timedilation<udayan.k...@gmail.com> wrote:
>
> > >>> Jeremy, Glad to note that is has so far worked out for you.
> > >>> Leigh, to your point, I also tested this with an explicit call to
> > >>> eglWaitGL() function in my own version of GLSurfaceView (basically
> > >>> this call was added just before the eglSwapBuffer() call). This also
> > >>> fixed thefreezingin my case. I just resorted to using glFinish()
> > >>> because that way I didn't have to use my own version of GLSurfaceView.
> > >>> So if Google changed their GLSurfaceView in the next release, my code
> > >>> will not be affected much.
> > >>> When I mentioned this to a Google developer advocate and he said that
> > >>> this still needs to be fixed in the OS since it is an OS level bug.
> > >>> eglSwapBuffers() called glFlush() internally anyways but it ends up
> > >>> getting deadlocked once in a while on some of these devices we have
> > >>> seen. Explicitly calling eglWaitGL() or glFinish() in the renderloop
> > >>> *before* the eglSwapBuffers() appears to have fixed this issue in many
> > >>> (if not all) cases. I still have users reporting to me that their
> > >>> phonesfreezingeven with the latest update, albeit much less
> > >>> frequently.
> > >>> Let's hope for Google to fix this once and for all in their next
> > >>> release.
> > >>> On Sep 30, 2:26 pm, Leigh McRae<leigh.mc...@lonedwarfgames.com>
> > >>> wrote:
> > >>>> You might want to look into the eglWait functions that are used to
> > >>>> synchronize with the native rendering system.
> > >>>> On 9/30/2010 2:07 PM, Jeremy Statz wrote:
> > >>>>> I've tested this extensively at this point (including a 20-hour run on
> > >>>>> an Incredible) and I think you're right, calling glFinish() seems like
> > >>>>> it largely fixes the problem. Wow, I'd really thought that one was
> > >>>>> outmoded.
> > >>>>> Related to this, the most recent EVO update was causing the
> > >>>>> framebuffer to flicker with black squares sometimes on my wallpapers,
> > >>>>> and calling glFinish() fixed that too. And it fixed a similar
> > >>>>> corruption I had reported a few days ago on the Nexus one. It's the
> > >>>>> magic HTC fixer-upper!
> > >>>>> TimeDilation, you're my hero.
> > >>>>> On Sep 21, 3:26 pm, timedilation<udayan.k...@gmail.com> wrote:
> > >>>>>> It was happening between 1 - 45 minutes into the app. Every single
> > >>>>>> time.
> > >>>>>> Maybe this is not a permanent fix and maybe it has just reduced the
> > >>>>>> frequency of freezings. But as I mentioned before, so far I have not
> > >>>>>> seen a single freeze since I made that change 2 days ago.
> > >>>>>> On Sep 21, 4:05 pm, Robert Green<rbgrn....@gmail.com> wrote:
> > >>>>>>> And it was happening reliably before?
> > >>>>>>> On Sep 21, 12:48 pm, timedilation<udayan.k...@gmail.com> wrote:
> > >>>>>>>> I haven't seen any freeze since making that change (I am only testing
> > >>>>>>>> this on the HTC Desire running 2.2)
> > >>>>>>>> On Sep 21, 1:32 pm, Robert Green<rbgrn....@gmail.com> wrote:
> > >>>>>>>>> So after finishing with glFinish(), you haven't seen a freeze at all
> > >>>>>>>>> or you just saw one now? I'm not sure what to make of the "until now"
> > >>>>>>>>> part :)
> > >>>>>>>>> If you really think that's making a difference, I'll try it out and
> > >>>>>>>>> see if it makes a difference for my games as well, though I have to
> > >>>>>>>>> play for about an hour to see it happen.
> > >>>>>>>>> On Sep 21, 12:10 pm, timedilation<udayan.k...@gmail.com> wrote:
> > >>>>>>>>>> Not sure if the following will fix thefreezingin all cases but it
> > >>>>>>>>>> appears to have fixed it in my app. I still have my fingers crossed
> > >>>>>>>>>> about it although my app hasn't frozen for a while now - even when I
> > >>>>>>>>>> let it run overnight on an HTC Desire 2.2.
> > >>>>>>>>>> I first took the source code of GLSurfaceView into my custom class and
> > >>>>>>>>>> added this line immediately before the eglSwapBuffer() call in the
> > >>>>>>>>>> EGLHelper class function:
> > >>>>>>>>>> mEgl.glWaitGL();
> > >>>>>>>>>> This is a blocking call that waits for all existing GL commands to be
> > >>>>>>>>>> processed before returning. With this line, thefreezingseems to have
> > >>>>>>>>>> stopped.
> > >>>>>>>>>> I then realized that the glFinish() function does the same thing. So I
> > >>>>>>>>>> went back to using the built-in GLSurfaceView and added the glFinish()
> > >>>>>>>>>> call at the very end of my renderer.onDrawFrame() function. This had
> > >>>>>>>>>> the same effect and I haven't seen a freeze until now. I suspect this
> > >>>>>>>>>> call is just making the loop wait explicitly for all GL commands to be
> > >>>>>>>>>> processed before rendering again. I took a look in the profiler and
> > >>>>>>>>>> this call did not add any extra overhead (likely because the
> > >>>>>>>>>> eglSwapBuffers() is also a blocking call and does the same thing -
> > >>>>>>>>>> except that it freezes randomly).
> > >>>>>>>>>> If thefreezingstarts again, I will update this post.
> > >>>>>>>>>> Hope this works for you all out there too.
> > >>>>>>>>>> On Sep 17, 7:46 am, String<sterling.ud...@googlemail.com> wrote:
> > >>>>>>>>>>> It's not all OpenGL implementations, that's for sure. I have 2 apps
> > >>>>>>>>>>> with OpenGL live wallpapers; one has had the lockup problem, the other
> > >>>>>>>>>>> hasn't. Architecturally, they're very similar - I based the later one
> > >>>>>>>>>>> off the earlier. It was by pursuing the differences (like changing
> > >>>>>>>>>>> textures mid-stream, as I discussed in an earlier post) that I've been
> > >>>>>>>>>>> able to stop the lockups so far.
> > >>>>>>>>>>> String
> > >>>>>>>>>>> On Sep 17, 4:26 am, timedilation<udayan.k...@gmail.com> wrote:
> > >>>>>>>>>>>> I have played games like Winds of Steel for hours on my HTC desire.
> > >>>>>>>>>>>> Surely they must be using opengl as well (I think). And the FPS is
> > >>>>>>>>>>>> also pretty good. How's it that those games do not freeze at all? I
> > >>>>>>>>>>>> need to dissect those and see what calls they are making.
> > >>>>>>>>>>>> On Sep 15, 12:17 pm, Jeremy Statz<jst...@gmail.com> wrote:
> > >>>>>>>>>>>>> I just let the same wallpaper run uninterrupted on a Motorola Droid
> > >>>>>>>>>>>>> for something like 16 hours and it's still fine. I would've expected
> > >>>>>>>>>>>>> my Incredible to have hit the problem by then. I also haven't heard
> > >>>>>>>>>>>>> any reports of this from folks with a Galaxy S variant.
> > >>>>>>>>>>>>> On Sep 14, 7:38 pm, timedilation<udayan.k...@gmail.com> wrote:
> > >>>>>>>>>>>>>> This appears to be an HTC specific bug. My app never freezes on the
> > >>>>>>>>>>>>>> Motorla Droid. EVER. It is very stable on the Droid and I have tested
> > >>>>>>>>>>>>>> it for about 4months without a single freeze. Interestingly though it
> > >>>>>>>>>>>>>> never froze on my G1 either. The G1 I have is the ADP1 phone I bought
> > >>>>>>>>>>>>>> directly from Google.
> > >>>>>>>>>>>>>> All other HTC phones that I have exhibit thefreezing- Evo, Desire
> > >>>>>>>>>>>>>> and Nexus One (which is also from HTC I believe).
> > >>>>>>>>>>>>>> Apart from that I tested it for a month on Samsung Moment. There was
> > >>>>>>>>>>>>>> NOfreezingthere either.
> > >>>>>>>>>>>>>> I have been in touch with a Google developer advocate and I have
> > >>>>>>>>>>>>>> submitted the bug report to his team. They are looking into this as
> > >>>>>>>>>>>>>> well.
> > >>>>>>>>>>>>>> On Sep 14, 8:23 pm, Jeremy Statz<jst...@gmail.com> wrote:
> > >>>>>>>>>>>>>>> That's my experience as well. All my log results say that there's no
> > >>>>>>>>>>>>>>> loading or anything necessary -- the frame it dies on is bog standard,
> > >>>>>>>>>>>>>>> with drawFrame going from beginning to end. Any loading is long since
> > >>>>>>>>>>>>>>> done.
> > >>>>>>>>>>>>>>> I'm currently wondering if this is an HTC driver bug. I'm going to
> > >>>>>>>>>>>>>>> let this run on a Motorola Droid all night and see if it crashes. Not
> > >>>>>>>>>>>>>>> sure I'm expecting it to, as my fiance has been using my wallpapers on
> > >>>>>>>>>>>>>>> her Droid since forever and says she's never seen it lock and reboot
> > >>>>>>>>>>>>>>> like we're describing. Is there anyone at HTC to take something like
> > >>>>>>>>>>>>>>> that to, if I gather some evidence?
> > >>>>>>>>>>>>>>> On Sep 14, 3:32 pm, timedilation<udayan.k...@gmail.com> wrote:
>
> ...
>
> read more »
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