I actually am adding a "safe mode" setting to the game that people can
use if it's freezing on their device.  I can't have it on all the time
or the game really is unplayably slow on the first gen phones and it
never seems to lock up on those - just snapdragons.

What are you guys talking about with the swap interval?  Is that a
framebuffer thing and if so, where do you handle it?

Thanks

On Oct 2, 12:25 pm, Jeremy Statz <jst...@gmail.com> wrote:
> I'm not mixing Native in with anything either, straight Java is enough
> trouble as is.  :P
>
> I noticed a definitely framerate hit with glFinish as well, but I'd
> rather suffer through that than have it forcibly lock up and reboot
> people's phones.  The worst thing is everybody but HTC seems just fine
> either way.  I really don't want to end up with a setting that says
> "Check this if you have an HTC handset".
>
> After updating a few things I'm less sold on glFinish actually fixing
> the problem.  In particular I'm starting to get e-mails from people
> who just bought a G2, and those seem to be a whole new raft of random
> stuff happening.  The most recent EVO update introduced flickering on
> the bottom half of the screen, which I thought glFinish fixed, but it
> doesn't sound like it was a 100% fix.  It might just come down to the
> framerate being slower in that case.
>
> That said, maybe it means SwapInterval is a sensible thing to try, so
> I'll give it a shot.
>
> On Oct 2, 12:04 pm, Leigh McRae <leigh.mc...@lonedwarfgames.com>
> wrote:
>
>
>
>
>
>
>
> >   Maybe set swap interval.  I have to say I feel your pain as Android is
> > starting to feel like PC when it comes to graphics drivers.
>
> > On 10/1/2010 9:03 PM, Robert Green wrote:
>
> > > Update - I just tested with eglWaitGL right before swapBuffers and I
> > > 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>  
>
> ...
>
> read more »

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