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 >> >