Search found 2379 matches

by VilleK
Fri Oct 25, 2024 10:06 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Pointers, 64bits... Could that be it? I doubt it, but you can test this change: procedure TExecutionEnvironment.StackPushPointer(X: pointer); begin {$ifdef debug} if StackGetDepth>=High(ZcStack) then ScriptError('Zc Stack Overflow (infinite recursion?)'); {$endif} ZcStackPtr^ := TStackElement( X );...
by VilleK
Fri Oct 25, 2024 8:47 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Oh, that is fun. With UpdateTime and UpdateScreen disabled, it is drawing the @RefreshContent(Component:BitmapClouds); on the screen. I didn't know that was done on the screen instead of in memory before rendering the rest over it. This happens only on Android because using GL ES we cannot ask the ...
by VilleK
Wed Oct 23, 2024 7:26 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Looking at the end of the callstack, it seems it triggers in a OpenGL call from TZApplication.UpdateScreen. #31 pc 00000000001872ec /vendor/lib64/egl/libGLESv2_adreno.so #32 pc 0000000000041d00 libzgeandroid.so (ZAPPLICATION$_$TZAPPLICATION_$__$$_UPDATESCREEN+200) There are not many GL-calls in Upda...
by VilleK
Tue Oct 22, 2024 9:05 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Hmm .. i suspect this might be caused by GLESPixelsFromTexture executing at the wrong time. That function temporarily disables depth testing and face culling when using ES 1.0. I see, yes. This would paint pixels on the screen but since it it uses push/pop attrib it should restore those settings. I...
by VilleK
Mon Oct 21, 2024 12:32 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Perhaps we are looking at two different problems here. If you get crash only when Tasks.Enabled = true then I suggest you make a test project that only has a MeshExpression and a BitmapExpression and that are both refreshed using RefreshContent each frame. That should stress test the problem.
by VilleK
Mon Oct 21, 2024 11:53 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Ats wrote: Mon Oct 21, 2024 10:03 am So I made a simple BitmapExpression frenzy example:
I added this line to your example because otherwise the BitmapExpression is only updated at startup:

Code: Select all

@RefreshContent(Component:BitmapRainbow);
Can you reproduce the crash with a debugger attached?
by VilleK
Sun Oct 20, 2024 7:01 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Perhaps try playing the game in Android Studio and see if you can reproduce the crash. If it only happens with threads enabled then it is likely related to meshexpression or bitmapexpression.
by VilleK
Tue Oct 15, 2024 3:10 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Ok it should be 2 I guess for stereo output. The documentation suggested 12 but if 2 works then we should keep that.
by VilleK
Tue Oct 15, 2024 2:02 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Can you get logs from these crashes?
by VilleK
Tue Oct 15, 2024 7:35 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Looks good, please send a pull request and I can make any final edits if needed.
by VilleK
Mon Oct 14, 2024 3:20 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

:)

I wish I thought of this sooner. I forgot that ZzDC.dpr is not used for Android builds. Sorry for letting you go through all that trouble.
by VilleK
Mon Oct 14, 2024 2:45 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Something I don't think we have tried yet. In zgeandroid.pas (not zzdc.dpr), try this uses order:

Code: Select all

uses 
  cmem,
  cthreads,
  jni, 
  ZOpenGL,
by VilleK
Mon Oct 14, 2024 1:22 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

Maybe the makefile from fixes_3_2 can be copied to trunk and build it that way.

What NDK version are you using now?
by VilleK
Mon Oct 14, 2024 7:21 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

I think the Fpc devs are developing on Linux and Mac so they rarely test compiler building on Windows. Maybe the "fixes_3_2" branch works better to build? https://github.com/fpc/FPCSource/tree/fixes_3_2 The CheckSynchronize call is only needed if we use the Synchronize method but ZGE does ...
by VilleK
Sat Oct 12, 2024 1:04 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 273
Views: 96645

Re: Google Play New problem : 64bits

That version is from 2021 but I see that is the latest released version.

It would be good to test with latest trunk version. If you feel up for it, please check how to build Freepascal from source.