Hello All.
I have some problem with eglCreateContext() method. To initialize EGL i use
my own java code. I can't use GLSurfaceView because it hides all important
for me functions.
I try to use two egl contexts. First one is a rendering context, which is
used only for rendering on native window surface in a main thread (main
thread is like a GLThread in a GLSurfaceView). Second context is a loader
context which used only in a loader thread for loading objects.
First context used as 'share_context' parameter for eglCreateContext() for
second context.
System works perfectly (game completely works) on some devices, but not on
all.
I have next devices for testing:
- SE XPERIA X10i (os ver : 2.3.3)
- Samsung Galaxy S (os ver : 2.3.6)
Game perfectly runs on this two devices. But game receives SIGSEGV in a
'libGLESv1_CM_adreno200.so' on next devices.
- HTC Desire S (os ver : 2.3.5)
- Samsung Galaxy Ace (os ver : 2.3.3)
- Sony XPERIA S (os ver : 2.3.7)
SIGSEGV is throwed while second eglCreateContext() call (with
'share_context' parameter). When second eglCreateContext() is called with a
EGL_NO_CONTEXT as 'share_context', the game works fine on all devices
(except object sharing). I can't understand what's wrong.
I tried to use same EGLConfig for both eglCreateContext() calls, or use two
compatible EGLConfig objects. In all cases the result is same.
This is a short information about SIGSEGV:
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
...
scr 20000012
#00 pc 00000000
#01 pc 000225ec /system/lib/egl/libGLESv1_CM_adreno200.so [
initShaderCache() ]
#02 pc 00021750 /system/lib/egl/libGLESv1_CM_adreno200.so [
gliInitContext() ]
Can somebody help me to understand this problem?
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