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 >> >