Hi,

I found the reason for the touch crashes on Android. It's a JNI threading error 
in the
current implementation. We have to enqueue the touch events into the javafx 
dispatch thread.

There is a workaround for this attached in the java source file at 
dispatchTouchEvent 
and dispatchKeyEvent. What is the best way to propose changes in the future?


regards
Matthias





Am 15.10.2013 um 13:50 schrieb Matthias Hänel <hae...@ultramixer.com>:

> Hey Tomas,
> 
> 
> I've seen a check-in for RT-32802. This seems to be your fix. There are a lot 
> of interface changes.
> Could you explain the changes a bit, so I can merge it by hand into my jfx678 
> code? Today, I merged
> from Stefans b111 JFX78 but it will take a while to get your changes through 
> this way ;)
> 
> 
> regards
> Matthias
> 
> 
> 
> Am 14.10.2013 um 14:31 schrieb tomas.brandalik <tomas.branda...@oracle.com>:
> 
>> Hi Matthias,
>> cool, I'm surprised you we're able to run it on emulator. I run on device 
>> not on emulator for a long time. There wasn't  opengl extension 
>> GL_EXT_texture_format_BGRA8888 in emulator. But that could have changed 
>> overtime.
>> Regarding events: yes there seems to be a problem which I haven't 
>> discovered. I've pushed multitouch support and broke touch events on dalvik. 
>> I will fix that soon.
>> In order to replace t2k there is freetype library for fonts and glyphs 
>> access and harfbuzz for layouting available among system libraries.  
>> Although google discourages to use them since they aren't part of public 
>> api. It can bring all sorts of compatibility problems (harfbuzz 
>> implementation has changed in recent android releases for example). Yes try 
>> pango if you have time to spare and share results please.
>> 
>> good luck
>> -Tomas
>> 
>> On 10/14/2013 01:45 PM, Matthias Hänel wrote:
>>> Hi Tomas,
>>> 
>>> 
>>> never mind, I found the problem over here in the simulator ;) I had to 
>>> activate the GPU support.
>>> 
>>> So, now I had to BGRA image format for Android and now I get JFX up and 
>>> running without fonts.
>>> 
>>> There are two things missing:
>>> 1. fonts        - here we probably need to get pango working for Android 
>>> right?
>>> 2. touch events - I saw that you have got a special Android proxy for the 
>>> input stuff 
>>> Java_com_oracle_dalvik_FXActivity_00024InternalSurfaceView_onTouchEventNative
>>> This seems to crash for some reason. any idea? It's not that complicated 
>>> but it is producing a stack trace.
>>> 
>>> After fixing the touch events Brickbreaker with Niklas' no-font-patch 
>>> should work. I'd pleased to test this.
>>> 
>>> 
>>> kind regards
>>> Matthias
>>> 
>>> 
>>> 
>>> Am 14.10.2013 um 12:17 schrieb Matthias Hänel <hae...@ultramixer.com>:
>>> 
>>>> Hi Tomas,
>>>> 
>>>> 
>>>> since Tobi told me he had a similiar problem in the first place with the 
>>>> iOS port and he managed to run JFX8 without font.
>>>> We deactivated fonts. There is some code to deactivate and after that it 
>>>> looks like it is starting the JFX-Application.
>>>> 
>>>> 10-14 06:06:49.529: INFO/GLASS(1546): glass_view_drawBegin
>>>> 10-14 06:06:49.529: INFO/javafx(1546): Using getAndroidNativeWindow() from 
>>>> glass.
>>>> 10-14 06:06:49.579: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.579: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.579: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.579: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.579: ERROR/javafx(1546): Some video driver error or 
>>>> programming error occurred. Framebuffer object status is invalid. (FBO - 
>>>> 823)
>>>> 10-14 06:06:49.579: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.579: ERROR/javafx(1546): Error creating framebuffer object 
>>>> with TexID 1)
>>>> 10-14 06:06:49.599: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.649: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.649: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.649: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.649: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.649: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.649: ERROR/libEGL(1546): called unimplemented OpenGL ES API
>>>> 10-14 06:06:49.659: WARN/System.err(1546): 
>>>> java.lang.reflect.InvocationTargetException
>>>> 10-14 06:06:49.669: WARN/System.err(1546): at 
>>>> java.lang.reflect.Method.invokeNative(Native Method)
>>>> 10-14 06:06:49.669: WARN/System.err(1546): at 
>>>> java.lang.reflect.Method.invoke(Method.java:525)
>>>> 10-14 06:06:49.709: DEBUG/dalvikvm(1546): GC_FOR_ALLOC freed 330K, 10% 
>>>> free 4129K/4564K, paused 32ms, total 32ms
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2ResourceFactory.createStockShader(ES2ResourceFactory.java:253)
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.getPaintShader(BaseShaderContext.java:227)
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.validatePaintOp(BaseShaderContext.java:485)
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.validatePaintOp(BaseShaderContext.java:418)
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.validatePaintOp(BaseShaderContext.java:351)
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.BaseContext.validateClearOp(BaseContext.java:116)
>>>> 10-14 06:06:49.709: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2Graphics.clear(ES2Graphics.java:78)
>>>> 10-14 06:06:49.719: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.ViewPainter.doPaint(ViewPainter.java:460)
>>>> 10-14 06:06:49.719: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.ViewPainter.paintImpl(ViewPainter.java:331)
>>>> 10-14 06:06:49.719: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.PresentingPainter.run(PresentingPainter.java:88)
>>>> 10-14 06:06:49.719: WARN/System.err(1546): at 
>>>> java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:390)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): at 
>>>> java.util.concurrent.FutureTask.runAndReset(FutureTask.java:276)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.RenderJob.run(RenderJob.java:58)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): at 
>>>> java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1080)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): at 
>>>> java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:573)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.QuantumRenderer$PipelineRunnable.run(QuantumRenderer.java:129)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): at 
>>>> java.lang.Thread.run(Thread.java:841)
>>>> 10-14 06:06:49.729: WARN/System.err(1546): Caused by: 
>>>> java.lang.RuntimeException: Error creating vertex shader
>>>> 10-14 06:06:49.740: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2Shader.createFromSource(ES2Shader.java:132)
>>>> 10-14 06:06:49.740: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2Shader.createFromSource(ES2Shader.java:173)
>>>> 10-14 06:06:49.740: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2ResourceFactory.createShader(ES2ResourceFactory.java:168)
>>>> 10-14 06:06:49.749: WARN/System.err(1546): at 
>>>> com.sun.prism.shader.Texture_Color_Loader.loadShader(Texture_Color_Loader.java:47)
>>>> 10-14 06:06:49.749: WARN/System.err(1546): ... 19 more
>>>> 10-14 06:06:49.749: WARN/System.err(1546): java.lang.InternalError: Error 
>>>> loading stock shader Texture_Color
>>>> 10-14 06:06:49.749: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2ResourceFactory.createStockShader(ES2ResourceFactory.java:256)
>>>> 10-14 06:06:49.759: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.getPaintShader(BaseShaderContext.java:227)
>>>> 10-14 06:06:49.759: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.validatePaintOp(BaseShaderContext.java:485)
>>>> 10-14 06:06:49.769: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.validatePaintOp(BaseShaderContext.java:418)
>>>> 10-14 06:06:49.769: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.ps.BaseShaderContext.validatePaintOp(BaseShaderContext.java:351)
>>>> 10-14 06:06:49.769: WARN/System.err(1546): at 
>>>> com.sun.prism.impl.BaseContext.validateClearOp(BaseContext.java:116)
>>>> 10-14 06:06:49.769: WARN/System.err(1546): at 
>>>> com.sun.prism.es2.ES2Graphics.clear(ES2Graphics.java:78)
>>>> 10-14 06:06:49.769: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.ViewPainter.doPaint(ViewPainter.java:460)
>>>> 10-14 06:06:49.769: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.ViewPainter.paintImpl(ViewPainter.java:331)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.PresentingPainter.run(PresentingPainter.java:88)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:390)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> java.util.concurrent.FutureTask.runAndReset(FutureTask.java:276)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.RenderJob.run(RenderJob.java:58)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1080)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:573)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> com.sun.javafx.tk.quantum.QuantumRenderer$PipelineRunnable.run(QuantumRenderer.java:129)
>>>> 10-14 06:06:49.779: WARN/System.err(1546): at 
>>>> java.lang.Thread.run(Thread.java:841)
>>>> 10-14 06:06:49.779: INFO/GLASS(1546): glass_view_drawEnd
>>>> 
>>>> 
>>>> I track the error down to, compileShader in ES2Shader.java on line 130. 
>>>> This is returning 0 from native code.
>>>> The native codes looks okay for me and the Android Simulator is supposed 
>>>> to emulate OpenGL ES 2.0 correclty, so I am not sure
>>>> why the compileShader returns 0...
>>>> 
>>>>    int vertexShaderID = glCtx.compileShader(vert, true);
>>>>       if (vertexShaderID == 0) {
>>>>           throw new RuntimeException("Error creating vertex shader"); 
>>>> //<<--- this Exception occours.
>>>>       }
>>>> 
>>>> I know this is the common error from the shader compiler, but this should 
>>>> have worked for you,
>>>> when you started your own application. Do you have a hint, what I could 
>>>> have been done wrong?
>>>> 
>>>> I assume right now that the native build is correctly, since it is called 
>>>> from java and it does
>>>> return the correct EGLContext. This assumption might be wrong.
>>>> 
>>>> 
>>>> regards
>>>> Matthias
>>>> 
>>>> 
>>>> 
>>>> 
>>>> Am 12.10.2013 um 14:04 schrieb Tomas Brandalik 
>>>> <tomas.branda...@oracle.com>:
>>>> 
>>>>> I think that PlatformLogger initialization in CssHelper was causing 
>>>>> problems. I had to write one. Not 100% sure though I will look at it when 
>>>>> I'm back in the office. (Or you can comment out css processing in the 
>>>>> node.) I was able to run without font then.
>>>>> 
>>>>> -Tomas
>>>>> 
>>>>> 
>>>>> On 10/11/2013 06:22 PM, Tom Schindl wrote:
>>>>>> On 11.10.13 18:10, Matthias Hänel wrote:
>>>>>>> Hi Tomas,
>>>>>>> 
>>>>>>> 
>>>>>>> today, I took the time to investigate a little more time on this.
>>>>>>> 
>>>>>>> 1. I build an entirely new openjfx78 build for android
>>>>>>> 2. starting this gave me several errors that lead me to the
>>>>>>> conclusion that I need a java6 openjfx
>>>>>>> 3. based on openjfx78 I ported it back to java6 (adapted gradled 
>>>>>>> scripts, and tons of java source code)
>>>>>>> 4. Now it's almost running on an 18th android. All libraries are firing 
>>>>>>> up until the CssStyleHelper
>>>>>>> is called with a static call to createStyleHelper.
>>>>>>> 
>>>>>>> That looks like the font stuff is not in jfx78. That's why "new Font" 
>>>>>>> returns with null and therefore
>>>>>> On OS-X font stuff is definately there in jfx78, but the low-level font
>>>>>> stuff is loaded using reflection (at least this was the cause on robovm)!
>>>>>> 
>>>>>> Tom
>> 
> 

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