What is the "G-Slate" you keep referring to??

On Mon, Apr 25, 2011 at 8:09 PM, MichaelEGR <[email protected]> wrote:

> Romain thanks for asking all the right questions.
>
> It appears that the GL config matching system I have needs a little
> modification though it should still not fail as I'll describe below.
>
> Of interest all 2nd gen devices (Droid, N1, Nexus S, etc.)
> appropriately find the "high quality" parameters as specified in the
> default fall back scheme (a config by exception system):
> EGL_RED_SIZE: 5
> EGL_GREEN_SIZE: 6
> EGL_BLUE_SIZE: 5
> EGL_ALPHA_SIZE: 0
> EGL_DEPTH_SIZE: 24
> EGL_STENCIL_SIZE: 8
>
> On the G2x / Froyo for whatever reason the "high quality" default
> settings are not matched and the "mid quality" default config is
> chosen, but everything runs perfectly fine and fast:
> EGL_RED_SIZE: 5
> EGL_GREEN_SIZE: 6
> EGL_BLUE_SIZE: 5
> EGL_ALPHA_SIZE: 0
> EGL_DEPTH_SIZE: 16
> EGL_STENCIL_SIZE: 8
>
> With the G-Slate the same "mid quality" config is chosen and a context
> and everything succeeds in being created with no EGL/GL errors except
> no rendering / blank screen. Even the 1st thing done in the demo is to
> set ortho mode and simply draw a texture to the screen (not rocket
> science here), so nothing complex is done regarding cameras or other
> typical GL problems and there are no hard coded parameters (screen
> size, etc.) that should break any fundamental rendering. There are
> also no other errors raised while the normal execution path /
> rendering loop engages.
>
> So for the G-Slate even though those config values result in a valid
> context currently it seems the GL drivers or something of that nature
> are not liking it despite this very same config working fine on the
> G2x / Tegra 2.
>
> As mentioned I've been doing a very large refactoring of the TyphonRT
> codebase making it a fully component oriented architecture and have
> been working on it since July 22nd (last day when I compiled all the
> demos). Granted I had a 5 month full time contract in between then and
> now working part time (Sept-Feb). I'm just about to finish the full
> component rearchitecture / refactor and get 3D support back up and
> running here in 1-2 weeks when I can address any changes to the GL
> config / chooser support.  So the demo apps I've been using were last
> compiled back in July which is no problem really. I thought I had a
> robust enough of a default fall back system, but apparently not.
>
> I still think it may be a bug / issue with the G-Slate in regard to
> being able to setup a context with likely non-optimal settings causing
> a blank screen / no rendering. Something should still render
> regardless.
>
> A similar issue occurred with Android 2.0 and the Droid when the "mid
> quality"  settings (essentially depth size of 16 instead of 24) caused
> a hang in the GL driver. 2.0.1 fixed that and when depth size 16 was
> chosen things worked, but less efficiently..
>
> In my current case with the G-Slate those settings don't raise any
> errors or signs of failure except for no rendering which was the same
> symptoms surrounding the Android 2.0 failures and that got my mind
> running.
>
> Once I get the platform fully reworked here I'll examine things deeper
> and figure out the right default GL config fall back mechanism to
> support the G-Slate. I've been fairly stressed as of late with the
> remaining work I've been doing as it's complex and I'm overshooting
> desired time estimates. The last thing I need are fundamental driver
> issues. I admit I had 6 devices working with only the G-Slate failing
> and I tossed it in a proverbial tub of water and it floated and thus
> this "it's a witch" post occurred. ;P
>
> I still think there is a general error regarding GL support with the G-
> Slate especially since the G2x / Tegra 2 works fine with the same
> parameters, but this is a solvable problem and not the end of the
> world.  I think each dev working with low level stuff should get at
> least one pass for an "it's a witch" post.. ;P
>
> Regards,
> --Mike
>
> On Apr 23, 10:03 pm, Romain Guy <[email protected]> wrote:
> > What exactly doesn't work in your application? We have tested many OpenGL
> > applications and games from Market, found and fixed bugs. We also
> sometimes
> > found issues that were in the apps themselves but nothing as dire as what
> > you are describing (although I couldn't really parse what your problem is
> > exactly.)
> >
> > What fails? Do you see a crash? Are things not behaving as expecting? Do
> you
> > get EGL/GL errors? How exactly are you initializing your context? There
> are
> > no special "workarounds" or behaviors in GLSurfaceView btw.
>
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-- 
Romain Guy
Android framework engineer
[email protected]

Note: please don't send private questions to me, as I don't have time to
provide private support.  All such questions should be posted on public
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