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SGS2 crashes in glDrawElements (in libGLESv1_CM_mali.so)

Note: This was originally posted on 30th March 2012 at http://forums.arm.com

Hi,


I spent much of last night trying to figure out why my Android Java game would cause a native crash in libGLESv1_CM_mali.so on the Samsung Galaxy S2 when coming out of sleep mode.  My analysis suggests an OpenGL ES driver bug and I wonder if anyone suitably expert could advise (a) if I'm probably on the right track, and (b) how this should be reported and fixed?



Thanks,


Reuben
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  • Note: This was originally posted on 4th April 2012 at http://forums.arm.com

    Hi Reuben,

    It is difficult to answer since we do not have the source to analyse. But looking on the crash dump, which you have attached to your post, it includes information that the application crashes when the glDrawElements function is being called. From our best knowledge the crash may happen during the call to that function when VBO buffer is bound but functions like: glVertexPointer, glNormalPointer, ... are being called passing RAM pointers instead of buffer offsets. To be more precise about what I mean, it is worth reading this: http://www.khronos.org/opengles/sdk/1.1/docs/man/
    If I may suggest something, try adding printouts in your game for each glVertexPointer, glNormalPointer, ... function in order to check they are passed offsets instead of pointers.
    I hope this will help to investigate more deeply what causes the crashes. I do not think the problem is related to the GPU driver because the other 3D graphics applications that I have tried do not crash.

    Cheers,
    Sylwester
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  • Note: This was originally posted on 4th April 2012 at http://forums.arm.com

    Hi Reuben,

    It is difficult to answer since we do not have the source to analyse. But looking on the crash dump, which you have attached to your post, it includes information that the application crashes when the glDrawElements function is being called. From our best knowledge the crash may happen during the call to that function when VBO buffer is bound but functions like: glVertexPointer, glNormalPointer, ... are being called passing RAM pointers instead of buffer offsets. To be more precise about what I mean, it is worth reading this: http://www.khronos.org/opengles/sdk/1.1/docs/man/
    If I may suggest something, try adding printouts in your game for each glVertexPointer, glNormalPointer, ... function in order to check they are passed offsets instead of pointers.
    I hope this will help to investigate more deeply what causes the crashes. I do not think the problem is related to the GPU driver because the other 3D graphics applications that I have tried do not crash.

    Cheers,
    Sylwester
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