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From: Ferdinand M. <kii...@gm...> - 2012-09-02 12:39:58
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I think I might have misunderstood your previous post: Debug build runs fine, but release crashes? I don't think this is released to the glext stuff - it links shaders fine which means new GL functions are loaded. More likely a compiler optimization accidentally breaks code. Another reason might be a driver bug, but then it should crash in debug, too. Could you do a backtrace to determine exactly where it crashes? You probably need a RelWithDebInfo build to get function names. One possibility is that there's an assert with side effects, but that should crash on other PCs too. On 9/2/12, Barry Gerdes <bar...@ho...> wrote: > > here is the log from the last test of 5587 in release > > > 2012-09-02T13:53:37 > Windows 7 > Compiled using MinGW GCC 4.6.2 > Qt runtime version: 4.8.1 > Qt compilation version: 4.8.2 > Addressing mode: 32-bit > Total memory: 3558 MB (unreliable) > Total virtual memory: 2047 MB (unreliable) > Physical memory in use: 43% > Processor speed: 1497 MHz > Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics > Processor speed: 1497 MHz > Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics > Processor speed: 1497 MHz > Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics > Processor speed: 1497 MHz > Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics > C:\msys\home\Barry\stellarium\stellarium.exe > ------------------------------------------------------- > [ This is Stellarium 0.12.0 - http://www.stellarium.org ] > [ Copyright (C) 2000-2012 Fabien Chereau et al ] > ------------------------------------------------------- > Writing log file to: "C:/Users/Barry/AppData/Roaming/Stellarium/log.txt" > File search paths: > 0 . "C:\Users\Barry\AppData\Roaming\Stellarium" > 1 . "." > Attempting to use an existing older config file. > Config file is: "C:\Users\Barry\AppData\Roaming\Stellarium/config.ini" > Going to initialize the OpenGL 2 renderer > OpenGL supported version: "4.1.11159 Compatibility Profile Context" > Qt GL paint engine is: "OpenGL2" > QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. > " > Log of the compilation of builtin shader " plainShader " : "Vertex shader(s) > linked, fragment shader(s) linked. > " > QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. > " > Log of the compilation of builtin shader " colorShader " : "Vertex shader(s) > linked, fragment shader(s) linked. > " > QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. > " > Log of the compilation of builtin shader " textureShader " : "Vertex > shader(s) linked, fragment shader(s) linked. > " > QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. > " > Log of the compilation of builtin shader " colorTextureShader " : "Vertex > shader(s) linked, fragment shader(s) linked. > " > GL vendor is "ATI Technologies Inc." > QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. > " > QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. > " > > > > Barry Gerdes > Beaumont Hills Observatory > S 33' 41' 44" E 150' 56' 32" > > > >> Date: Sun, 2 Sep 2012 03:52:35 +0200 >> From: kii...@gm... >> To: ste...@li... >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk >> >> It did run on Ascendion's ATi Windows machine, with the GL2 backend. >> Could you post log, and find out where exactly it crashed? >> (i.e. run in a debugger, get to crash, backtrace) >> >> If it was simply lack of GL 2.1, it should fall back to GL1 - that >> works with my VM build >> as Windows only has GL 1.1 built in. >> >> I'll look at it tomorrow, it's 3:50 AM here. >> >> On 9/2/12, Barry Gerdes <bar...@ho...> wrote: >> > >> > Further to the last >> > >> > Stellarium build 5587 runs and builds OK in Debug mode >> > It compiles OK in release but crashes at start up >> > The error message refers to qtgui4.dll >> > Debug uses qtgui4d.dll, release uses qtgui4.dll >> > >> > A cold install of Ubuntu 12.04 and stellarium 5587 builds and runs >> > without >> > any bother. (release mode) >> > >> > >> > Barry Gerdes >> > Beaumont Hills Observatory >> > S 33' 41' 44" E 150' 56' 32" >> > >> > >> > >> > >> > >> > From: bar...@ho... >> > To: ste...@li... >> > Date: Sun, 2 Sep 2012 09:06:30 +1000 >> > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk >> > >> > >> > >> > >> > I am still having trouble with Stellarium builds in Windows. >> > >> > I fiddled with (added new glext.h) build 5582 in Win-7 64bit and it >> > built OK >> > and ran. >> > However I tried the same on another computer in Vista and XP and the >> > compile >> > still crashed as before. >> > >> > Today I built 5587 in Vista and XP on my laptop and while there are no >> > compile problems Stellarium crashes at the splash screen. >> > The log file stops while loading shaders and appears to need OpenGl 2.1 >> > (maybe a screen driver update required) >> > >> > I also note that the size of the libstelmain.dll has dropped from 13MB >> > to >> > 9MB >> > >> > I will try a build on another computer. >> > >> > >> > >> > Barry Gerdes >> > Beaumont Hills Observatory >> > S 33' 41' 44" E 150' 56' 32" >> > >> > >> > >> >> Date: Sat, 1 Sep 2012 09:10:42 +0200 >> >> From: kii...@gm... >> >> To: ste...@li... >> >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk >> >> >> >> I agree that this mess could have been avoided. >> >> >> >> I will at least test in a Windows VM before future merge requests. >> >> >> >> That said, at this point , I think it's just best to fix this and move >> >> on. >> >> >> >> >> >> As for these changes; I set up my environment on Windows according >> >> to http://www.stellarium.org/wiki/index.php/Windows_Build_Instructions >> >> . >> >> >> >> Including gl.h/glext.h from MinGW as following: >> >> >> >> #include <GL/gl.h> >> >> #include <GL/glext.h> >> >> >> >> works even without setting include path, but GL_RGBA32F is >> >> still undefined. I can only get that to work by #including the glext.h >> >> from OpenGL.org. >> >> >> >> Do we have different MinGW versions? >> >> >> >> Also, what about runtime? Does it run with GL other than 1.1 (I still >> >> can't test this, even in the VM)? >> >> >> >> FM >> >> >> >> On 9/1/12, Barry Gerdes <bar...@ho...> wrote: >> >> > >> >> > Hi Timothy >> >> > >> >> > I stand by what I said. If it does not work on all systems it should >> >> > not >> >> > be >> >> > commited to the trunk. >> >> > If you can't test windows compiles you can always ask me. I run >> >> > computers >> >> > with a variety of Windows operatiing systems. as well as Linux >> >> > In any case I have fixed the problem. It only required the addition >> >> > of >> >> > Mingw\include\Gl to the path. The necessary files were already >> >> > there. >> >> > >> >> > Barry Gerdes >> >> > Beaumont Hills Observatory >> >> > S 33' 41' 44" E 150' 56' 32" >> >> > >> >> > >> >> > >> >> > >> >> > >> >> > Date: Fri, 31 Aug 2012 20:14:36 -0400 >> >> > From: tr...@si... >> >> > To: ste...@li... >> >> > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk >> >> > >> >> > That's not the way it works Barry. Trunk is trunk. This wa compiled >> >> > - >> >> > and >> >> > compiles fine - on Mac and Ubuntu, the two OSes I have available. >> >> > There >> >> > is >> >> > no expectation that a commit build on any platform. If a commit >> >> > breaks >> >> > one >> >> > of the platforms, we try and get it fixed. >> >> > >> >> > But, just as our OpenGL sucks from lack of those skills, so too does >> >> > our >> >> > Windows builds, as we do not have active developers on Windows. Alex >> >> > - >> >> > and >> >> > others - do their best to keep the Windows builds going, and your >> >> > input >> >> > definitely helps in that regard (and other areas actually). The >> >> > reality >> >> > is >> >> > this is the state we are in, and the resources we have. >> >> > >> >> > So we will go our best to get the Windows build fixed, but, we will >> >> > not >> >> > reoll that commit back in the meantime. >> >> > >> >> > >> >> > On Fri, Aug 31, 2012 at 5:39 PM, Barry Gerdes >> >> > <bar...@ho...> >> >> > wrote: >> >> > >> >> > >> >> > >> >> > Hi >> >> > >> >> > Stellarium still does not compile in windows, Same reason as before. >> >> > Please >> >> > before commiting updates to the trunk they must be tested on Windows. >> >> > It >> >> > is >> >> > no good building on Linux and then not being compatable with >> >> > windows. >> >> > >> >> > >> >> > >> >> > Barry Gerdes >> >> > Beaumont Hills Observatory >> >> > S 33' 41' 44" E 150' 56' 32" >> >> > >> >> > >> >> > >> >> >> Date: Fri, 31 Aug 2012 23:05:42 +0200 >> >> > >> >> >> From: geo...@un... >> >> >> To: ste...@li... >> >> >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk >> >> >> >> >> > >> >> > >> >> >> Sounds good. However, I cannot test it before next Thursday, maybe >> >> >> even >> >> >> later. Hopefully somebody else? >> >> >> >> >> >> Good luck, >> >> >> Georg >> >> >> >> >> >> >> >> >> On Fr, 31.08.2012, 22:22, Ferdinand Majerech wrote: >> >> >> > I got it to work. >> >> >> > >> >> >> > You need to include gl.h and glext.h from the OpenGL site >> >> >> > (http://www.opengl.org/registry/api/glext.h). I'll get it to >> >> >> > commitable state tomorrow. I think it'd make most >> >> >> > sense to simply add the glext.h to Stellarium source and include >> >> >> > gl.h >> >> >> > and glext.h on >> >> >> > Windows only. >> >> >> > >> >> >> > In VirtualBox I could only test the builtin Windows (software) GL >> >> >> > 1.1 >> >> >> > . >> >> >> > (Which ran at 2 FPS or so). There was actually one GL 1.1 >> >> >> > specific >> >> >> > bug, was fixed. >> >> >> > >> >> >> > Testing on Windows with GL higher than 1.1 would be useful - >> >> >> > AFAIK >> >> >> > in >> >> >> > GL on Windows the extensions' and newer GL versions' functions >> >> >> > are >> >> >> > loaded at runtime to >> >> >> > function pointers. If Qt doesn't do that for us there might be >> >> >> > crashes >> >> >> > on higher than >> >> >> > GL1.1 (especially with the GL2 backend). >> >> >> > >> >> >> > >> >> >> > >> >> >> >> >> >> >> >> >> ------------------------------------------------------------------------------ >> >> >> Live Security Virtual Conference >> >> >> Exclusive live event will cover all the ways today's security and >> >> >> threat landscape has changed and how IT managers can respond. >> >> >> Discussions >> >> >> >> >> >> will include endpoint security, mobile security and the latest in >> >> >> malware >> >> >> >> >> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> >> >> _______________________________________________ >> >> >> Stellarium-pubdevel mailing list >> >> >> Ste...@li... >> >> >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> > >> >> > ------------------------------------------------------------------------------ >> >> > Live Security Virtual Conference >> >> > Exclusive live event will cover all the ways today's security and >> >> > threat landscape has changed and how IT managers can respond. >> >> > Discussions >> >> > will include endpoint security, mobile security and the latest in >> >> > malware >> >> > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> >> > _______________________________________________ >> >> > Stellarium-pubdevel mailing list >> >> > Ste...@li... >> >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> > >> >> > >> >> > >> >> > ------------------------------------------------------------------------------ >> >> > Live Security Virtual Conference Exclusive live event will cover all >> >> > the >> >> > ways today's security and threat landscape has changed and how IT >> >> > managers >> >> > can respond. Discussions will include endpoint security, mobile >> >> > security >> >> > and >> >> > the latest in malware threats. >> >> > http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> >> > _______________________________________________ Stellarium-pubdevel >> >> > mailing >> >> > list Ste...@li... >> >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> >> >> ------------------------------------------------------------------------------ >> >> Live Security Virtual Conference >> >> Exclusive live event will cover all the ways today's security and >> >> threat landscape has changed and how IT managers can respond. >> >> Discussions >> >> >> >> will include endpoint security, mobile security and the latest in >> >> malware >> >> >> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> >> _______________________________________________ >> >> Stellarium-pubdevel mailing list >> >> Ste...@li... >> >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> > >> > ------------------------------------------------------------------------------ >> > Live Security Virtual Conference Exclusive live event will cover all >> > the >> > ways today's security and threat landscape has changed and how IT >> > managers >> > can respond. Discussions will include endpoint security, mobile security >> > and >> > the latest in malware threats. >> > http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> > _______________________________________________ Stellarium-pubdevel >> > mailing >> > list Ste...@li... >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> ------------------------------------------------------------------------------ >> Live Security Virtual Conference >> Exclusive live event will cover all the ways today's security and >> threat landscape has changed and how IT managers can respond. Discussions >> >> will include endpoint security, mobile security and the latest in malware >> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |