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From: Ferdinand M. <kii...@gm...> - 2012-09-02 23:54:06
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I managed to reproduce the bug. Dug up an old PC with a Radeon X1600 and put Windows on it. Never seen so much dust before. I couldn't set up a build environment yet (can't connect to network), but copied binaries built in the VM. Debug works, release crashes. I'll try to find out what's going on tomorrow. (Also: the font bug happening on Windows with ATi X1000 GPUs is not happening. Not sure if this is only on this machine or if it was fixed) On 9/2/12, Ferdinand Majerech <kii...@gm...> wrote: > 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 >> > |