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 the freezing in 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, the freezing seems 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 the freezing starts 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 the freezing - 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
> > > > > > NO freezing there 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:
>
> > > > > > > > That's interesting..
> > > > > > > > Although I know for sure that all my gl* calls are happening 
> > > > > > > > only in
> > > > > > > > the GL thread. And this freezing happens even when I simply 
> > > > > > > > leave the
> > > > > > > > device (HTC Desire) running my app with zero user interaction
> > > > > > > > whatsoever. All the app renders is a scenery with a single 
> > > > > > > > animation.
> > > > > > > > No texture changes or geometry changes are taking place in this
> > > > > > > > scenario. But because of the animation, I have to render 
> > > > > > > > continuously
> > > > > > > > and this is why I have not used the Render_when_dirty approach.
>
> > > > > > > > I did notice that when the app freezes, my main UI thread as 
> > > > > > > > well as a
> > > > > > > > secondary thread (that talks to a game server) are still 
> > > > > > > > running and
> > > > > > > > alive. The main UI thread does register touches until a point 
> > > > > > > > and then
> > > > > > > > hangs while the secondary thread stays alive. I tried to send an
> > > > > > > > interrupt() to the GLThread from this secondary thread but that 
> > > > > > > > did
> > > > > > > > not help. The GLThread remained stuck in eglSwapBuffer();
>
> > > > > > > > On Sep 14, 3:42 pm, String <sterling.ud...@googlemail.com> 
> > > > > > > > wrote:
>
> > > > > > > > > On Sep 13, 11:24 pm, Jeremy Statz <jst...@gmail.com> wrote:
>
> > > > > > > > > > The big problem here, in my eyes, is that this appears to
> > > > > > > > > > affect any OpenGL using application, and is tremendously 
> > > > > > > > > > discouraging,
> > > > > > > > > > to the point that people pull things off the market and 
> > > > > > > > > > avoid using
> > > > > > > > > > OpenGL.
>
> > > > > > > > > I've been chasing this in a couple of my own OpenGL apps for 
> > > > > > > > > a couple
> > > > > > > > > of months as well. It's summed up well in this thread - 
> > > > > > > > > extremely
> > > > > > > > > intermittent, but extremely serious when it does happen. And 
> > > > > > > > > I'm one
> > > > > > > > > of the devs who has pulled an app from the Market as a result.
>
> > > > > > > > > At the moment, I'm provisionally optimistic that I've worked 
> > > > > > > > > around
> > > > > > > > > the issue in my case. Given it's a race condition, I took the 
> > > > > > > > > approach
> > > > > > > > > of maximum thread-safety: I put a whole load of semaphores 
> > > > > > > > > into my
> > > > > > > > > code, added "synchronized" and "volatile" modifiers all over 
> > > > > > > > > the
> > > > > > > > > place, that sort of thing. And it seems to have been 
> > > > > > > > > successful... I
> > > > > > > > > can't be sure (because of the intermittency), but I haven't 
> > > > > > > > > seen it
> > > > > > > > > happen for a couple of weeks now.
>
> > > > > > > > > If I had to speculate, I'd say that the problem finally went 
> > > > > > > > > when I
> > > > > > > > > synchronized some code which re-generates geometry within my 
> > > > > > > > > OpenGL
> > > > > > > > > model. I added semaphores to ensure that textures, geometry, 
> > > > > > > > > and
> > > > > > > > > rendering never happened concurrently. There's no way to know 
> > > > > > > > > that was
> > > > > > > > > the end problem, but that SEEMED to be it. If that helps 
> > > > > > > > > anyone.
>
> > > > > > > > > Just to reiterate, I agree that this is a serious 
> > > > > > > > > platform-level bug
> > > > > > > > > that needs to be fixed by Google. And it has gotten worse 
> > > > > > > > > since 2.2,
> > > > > > > > > although I have (rarely) seen it happen on my G1 running 1.6.
>
> > > > > > > > > String

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