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 <[email protected]> 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 <[email protected]> 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<[email protected]> 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<[email protected]> 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<[email protected]> > > >>> 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<[email protected]> 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<[email protected]> wrote: > > >>>>>>> And it was happening reliably before? > > >>>>>>> On Sep 21, 12:48 pm, timedilation<[email protected]> 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<[email protected]> 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<[email protected]> 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<[email protected]> > > >>>>>>>>>> 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<[email protected]> > > >>>>>>>>>>> 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<[email protected]> 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<[email protected]> > > >>>>>>>>>>>>> wrote: > > >>>>>>>>>>>>>> This appears to be an HTC specific bug. My app never freezes > > >>>>>>>>>>>>>> on the > > >>>>>>>>>>>>>> Motorla Droid. EVER. It is very stable on the Droid and I > > >>>>>>>>>>>>>> have tested > > >>>>>>>>>>>>>> it for about 4months without a single freeze. Interestingly > > >>>>>>>>>>>>>> though it > > >>>>>>>>>>>>>> never froze on my G1 either. The G1 I have is the ADP1 phone > > >>>>>>>>>>>>>> I bought > > >>>>>>>>>>>>>> directly from Google. > > >>>>>>>>>>>>>> All other HTC phones that I have exhibit thefreezing- Evo, > > >>>>>>>>>>>>>> Desire > > >>>>>>>>>>>>>> and Nexus One (which is also from HTC I believe). > > >>>>>>>>>>>>>> Apart from that I tested it for a month on Samsung Moment. > > >>>>>>>>>>>>>> There was > > >>>>>>>>>>>>>> NOfreezingthere either. > > >>>>>>>>>>>>>> I have been in touch with a Google developer advocate and I > > >>>>>>>>>>>>>> have > > >>>>>>>>>>>>>> submitted the bug report to his team. They are looking into > > >>>>>>>>>>>>>> this as > > >>>>>>>>>>>>>> well. > > >>>>>>>>>>>>>> On Sep 14, 8:23 pm, Jeremy Statz<[email protected]> wrote: > > >>>>>>>>>>>>>>> That's my experience as well. All my log results say that > > >>>>>>>>>>>>>>> there's no > > >>>>>>>>>>>>>>> loading or anything necessary -- the frame it dies on is > > >>>>>>>>>>>>>>> bog standard, > > >>>>>>>>>>>>>>> with drawFrame going from beginning to end. Any loading is > > >>>>>>>>>>>>>>> long since > > >>>>>>>>>>>>>>> done. > > >>>>>>>>>>>>>>> I'm currently wondering if this is an HTC driver bug. I'm > > >>>>>>>>>>>>>>> going to > > >>>>>>>>>>>>>>> let this run on a Motorola Droid all night and see if it > > >>>>>>>>>>>>>>> crashes. Not > > >>>>>>>>>>>>>>> sure I'm expecting it to, as my fiance has been using my > > >>>>>>>>>>>>>>> wallpapers on > > >>>>>>>>>>>>>>> her Droid since forever and says she's never seen it lock > > >>>>>>>>>>>>>>> and reboot > > >>>>>>>>>>>>>>> like we're describing. Is there anyone at HTC to take > > >>>>>>>>>>>>>>> something like > > >>>>>>>>>>>>>>> that to, if I gather some evidence? > > >>>>>>>>>>>>>>> On Sep 14, 3:32 pm, timedilation<[email protected]> > > >>>>>>>>>>>>>>> wrote: > > ... > > read more » -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

