http://code.google.com/p/andengine/source/browse/src/org/anddev/andengine/opengl/view/GLSurfaceView.java
I am not the expert but I was looking at andengine they have their modified glsurfaceview and they say something about lockup. I am not sure that's what is happening here. my 2 cents Thanks On Tue, Sep 14, 2010 at 10:22 AM, timedilation <udayan.k...@gmail.com>wrote: > Any resolutions or workarounds so far on the freezing issue? I am > seeing the same with my opengl app - mainly on HTC phones. I have > never seen this happen on my G1 though and also never on the Motorola > Droid. I am using Google recommended GLSurfaceView and all the > standard stuff but the game itself is graphically fairly intensive. > > In my case too I get the same messages in logcat: > WARN/SharedBufferStack(3878): waitForCondition(LockCondition) timed > out ...... CPU may be pegged. trying again. > > This is what I have found from my own analysis thus far: > Apparently the following code from SharedBufferStack.h must be causing > these messages to be logged: > //---------------------------------------- > template <typename T> > status_t SharedBufferBase::waitForCondition(T condition) > { > const SharedBufferStack& stack( *mSharedStack ); > SharedClient& client( *mSharedClient ); > const nsecs_t TIMEOUT = s2ns(1); > Mutex::Autolock _l(client.lock); > while ((condition()==false) && > (stack.identity == mIdentity) && > (stack.status == NO_ERROR)) > { > status_t err = client.cv.waitRelative(client.lock, TIMEOUT); > > // handle errors and timeouts > if (CC_UNLIKELY(err != NO_ERROR)) { > if (err == TIMED_OUT) { > if (condition()) { > LOGE("waitForCondition(%s) timed out (identity= > %d), " > "but condition is true! We recovered but it " > "shouldn't happen." , T::name(), > stack.identity); > break; > } else { > LOGW("waitForCondition(%s) timed out " > "(identity=%d, status=%d). " > "CPU may be pegged. trying again.", T::name(), > stack.identity, stack.status); > } > } else { > LOGE("waitForCondition(%s) error (%s) ", > T::name(), strerror(-err)); > return err; > } > } > } > return (stack.identity != mIdentity) ? status_t(BAD_INDEX) : > stack.status; > } > //---------------------------------------- > > The GL thread hangs indefinitely while doing the eglSwapBuffer() call. > This java call maps to a JNI C++ call via the function below: > (taken from this link: > > http://www.netmite.com/android/mydroid/frameworks/base/opengl/libGLES_CM/gl_wrapper.cpp > ) > > //----------------------------------------- > EGLBoolean eglSwapBuffers(EGLDisplay dpy, EGLSurface draw) > { > if (!validate_display_surface(dpy, draw)) > return EGL_FALSE; > egl_display_t const * const dp = get_display(dpy); > egl_surface_t const * const s = get_surface(draw); > return s->cnx->hooks->egl.eglSwapBuffers(dp->dpys[s->impl], s- > >surface); > } > //----------------------------------------- > The last line of this function I believe hooks into and makes a low > level call into the GL driver library on the device. Somewhere in > there might be a call that locks up and causes the main thread of my > game to start spitting out those timeout (LockCondition) messages to > logcat. > > > > > On Sep 13, 6:24 pm, Jeremy Statz <jst...@gmail.com> wrote: > > What I did to log this is to create a special logging class that can > > output to SD card, then put a print at the top and bottom of every > > function call in my wallpaper, with a fluch() after every line being > > written. This wrecks the framerate and results in a several hundred > > meg log after a few hours, but means I have a reliable log of all > > activity throughout the application. Consistently, the crash occurs > > in-between frames, and requires no special stimulation -- the phone > > can just be sitting there running, then will suddenly die without > > warning. I'm confident saying that. > > > > I've actually been using your GLWallpaperService code as a base, > > though I've made a couple minor changes. It's been quite stable > > overall. 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. This hurts the platform as a whole, especially when comparing > > its game library to the iPhone. > > > > On top of that, while this seemed exceedingly uncommon on 2.1, I feel > > like I've seen a whole lot more of it with 2.2 on my HTC Incredible. > > Considering the free versions of my wallpapers have something like > > three or four million downloads between them, that scares me a great > > deal. That's a lot of potentially affected users. > > > > On Sep 13, 3:22 am, Robert Green <rbgrn....@gmail.com> wrote: > > > > > > > > > Jeremy, > > > > > It happened to me quite a bit on both 2.1 and 2.2 on every device. > > > It's surely a defect of Android but so far no one has been able to > > > track it down. It's a tough one, very difficult to reproduce > > > reliably. It tends to happen more often in certain cases for reasons > > > unknown to me right now, such as on an EVO running 2.1 on the third > > > level of Deadly Chambers if you play it straight through. Since that > > > takes 20 minutes, it's impossible to figure out by logging because > > > it's just way too much. Breakpoints don't work because the game > > > doesn't run fast enough in debug mode and debugging doesn't work > > > anyways once the lockup has happened. > > > > > It's pretty much a worse case scenario - a very fatal, very > > > intermittent bug that breaks debugging and is nearly impossible to > > > isolate. > > > > > I hope some genius out there can figure this one out. I couldn't even > > > get close. > > > > > On Sep 12, 10:34 pm, Jeremy Statz <jst...@gmail.com> wrote: > > > > > > There's been a couple threads about this in the last year or so, but > I > > > > wanted to draw attention to it again, as I've spent most of the last > > > > couple of days trying to confirm it wasn't anything I'm doing. > > > > > > The short story is, I'm pretty sure there's a very serious > lock-up-the- > > > > phone level bug that happens when using OpenGL applications. When it > > > > occurs the phone will freeze for at least two minutes before > rebooting > > > > itself, sometimes requiring that the battery be pulled. This didn't > > > > seem to happen often on 2.1, but I'm seeing it with a lot more > > > > regularity on 2.2 (particularly on HTC phones, though that may be a > > > > coincidence) and am really hoping to draw some attention from someone > > > > in a position to fix it. Typically, you'll end up seeing hundreds of > > > > lines of this in the LogCat log: > > > > > > WARN/SharedBufferStack(2005): waitForCondition(LockCondition) timed > > > > out (identity=9, status=0). CPU may be pegged. trying again. > > > > WARN/SharedBufferStack(71): waitForCondition(LockCondition) timed out > > > > (identity=9, status=0). CPU may be pegged. trying again. > > > > > > There won't be any callstack or error of any kind preceding this. In > > > > this case 2005 is my app (a live wallpaper), and 71 appears to be the > > > > UI/system process. I'm assuming this is a race condition within > > > > SharedBufferStack. I've seen cases where four or five process IDs > > > > were all printing the message, all OpenGL apps of some kind. > > > > > > Replicating the problem is very, very difficult and seems very > > > > random... in the last case I had to leave the wallpaper running and > > > > active on the home screen for about seven hours before it occurred. > > > > Sometimes I've had it go days, other times it'll happen within a few > > > > minutes. My log output demonstrates no unusual activity at all > before > > > > the crash, loading/unloading/visibility/etc doesn't seem to be a > > > > factor. It's very rare. > > > > > > I kind of feel like this got glossed over the last couple times > people > > > > have reported it here, but based on my reading it's a long-standing > > > > problem with Android and OpenGL and is having a chilling effect on > its > > > > usage. Is there anyone who can explain if there's anything I can do > > > > to discourage problems here? This is beyond my ken honestly, does > > > > anyone know this part of the system well? > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com<android-developers%2bunsubscr...@googlegroups.com> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en