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From: Ferdinand M. <kii...@gm...> - 2012-09-04 02:11:55
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It seems that compiler optimizations are breaking some code in release mode on Windows. I'm trying to selectively disable optimizations to find the problem. On 9/3/12, Ferdinand Majerech <kii...@gm...> wrote: > 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 >>> >> > |