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Crash on Samsung Galaxy SIII
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Pherael Online
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Post: #16
RE: Crash on Samsung Galaxy SIII
@Esenthel Sure.
[Image: o5z0.png]
08-28-2013 12:37 PM
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Esenthel Offline
Administrator

Post: #17
RE: Crash on Samsung Galaxy SIII
Hi, next release will include posting the shader code when error occurs, so it'll be easier to find why it fails.
Please wait for next release, then try again and attach the error logs.
Thank you!
09-12-2013 10:36 AM
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SamerK Offline
Member

Post: #18
RE: Crash on Samsung Galaxy SIII
Thank you Esenthel for your efforts, sure will wait.
09-12-2013 01:15 PM
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SamerK Offline
Member

Post: #19
RE: Crash on Samsung Galaxy SIII
I recompiled "Touch Screen" tutorial using the latest EE 2.0 update. find attached the result logs.

Thanks


Attached File(s)
.txt  Android Device Log.txt (Size: 67.48 KB / Downloads: 7)
.txt  Esenthel Error.txt (Size: 14.49 KB / Downloads: 13)
09-15-2013 03:11 PM
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Esenthel Offline
Administrator

Post: #20
RE: Crash on Samsung Galaxy SIII
Hi, thanks for attaching the new output,
so the lines
Code:
WARNING: 0:5: extension 'GL_ARB_shader_texture_lod' is not supported
WARNING: 0:6: extension 'GL_EXT_shader_texture_lod' is not supported
point to this
Code:
#extension GL_ARB_shader_texture_lod:enable
#extension GL_EXT_shader_texture_lod:enable
which is ok, as those extensions are just requested to be enabled, but not required - it's safe to ignore that warning

however the weird thing starts here:
Code:
WARNING: 0:38: Creating Macro Object
which points to this line:
Code:
MP float Sum(MP vec2 v){return v.x+v.y;}
Where I can't see anything wrong.
I've googled the warning "Creating Macro Object" and the only result is - Esenthel Forum
09-16-2013 09:41 PM
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yvanvds Offline
Silver Supporter

Post: #21
RE: Crash on Samsung Galaxy SIII
(09-16-2013 09:41 PM)Esenthel Wrote:  I've googled the warning "Creating Macro Object" and the only result is - Esenthel Forum

Wow, this engine is ahead in every aspect!

(Sorry, I'm not really contributing anything. I don't have such a phone, but I'm eagerly watching this thread so that i can publish my first project in the app store :-)
(This post was last modified: 09-16-2013 10:17 PM by yvanvds.)
09-16-2013 10:09 PM
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SamerK Offline
Member

Post: #22
RE: Crash on Samsung Galaxy SIII
Hi Esenthel, That's really interesting and I became more curious to know what would be the error!.. but I keep wonder what has changed after the last android update I received? I used to compile and run EE apps without any error before.

Today, as a test I could run the same test successfully on my friend's Galaxy Note.

@yvanvds, Esenthel Engine is a true Gem .
(This post was last modified: 09-17-2013 02:06 AM by SamerK.)
09-17-2013 02:01 AM
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Esenthel Offline
Administrator

Post: #23
RE: Crash on Samsung Galaxy SIII
Hi!

The issue is that probably you've received an Android firmware update, which has worse shader compiler.
The codes are correct, but your device fails to compile them.
The best solution would be to contact your device manufacturer, and let them know that the device fails to compile the shader.
The complete code for the shader is in the "Esenthel Error.txt"
Posting here could be worth a shot http://developer.samsung.com/forum/en

With this info:
Pixel Shader Code:
Code:
#ifndef GL_ES
#define GL_ES
#endif
//GLSL
#extension GL_ARB_shader_texture_lod:enable
#extension GL_EXT_shader_texture_lod:enable
#ifdef GL_ES
precision lowp float;
precision lowp int;
#define texture2DLod texture2DLodEXT
#endif
#define do_clamp 1
#define half 0
#ifdef GL_ES
#define HP highp
#define MP mediump
#define LP lowp
#else
#define HP
#define MP
#define LP
#endif
#define PAR uniform
#define VAR varying
#define EPS 0.0001
#define EPSL 0.01
#define PI 3.14159265
#define PI2 6.28318531
#define SBUMP_ZERO 0
#define SBUMP_FLAT 1
#define SBUMP_NORMAL 2
#define FX_NONE 0
#define FX_GRASS 1
#define FX_LEAF 2
#define FX_LEAFS 3
#define FX_BONE 4
#define Sat(x) clamp(x,0.0,1.0)
MP float Sum(MP vec2 v){return v.x+v.y;}
MP float Sum(MP vec3 v){return v.x+v.y+v.z;}
MP float Sum(MP vec4 v){return v.x+v.y+v.z+v.w;}
MP float Sqr(MP float x){return x*x;}
MP vec2 Sqr(MP vec2 x){return x*x;}
MP float Cube(MP float x){return x*x*x;}
HP float Length2(HP vec2 v){return dot(v,v);}
HP float Length2(HP vec3 v){return dot(v,v);}
HP float Length2(HP vec4 v){return dot(v,v);}
MP vec2 Rotate(MP vec2 vec,MP vec2 cos_sin)
{
return vec2(vec.x*cos_sin.x-vec.y*cos_sin.y,
vec.x*cos_sin.y+vec.y*cos_sin.x);
}
MP float LerpR(MP float from,MP float to,MP float v){return(v-from)/(to-from);}
MP float LerpRS(MP float from,MP float to,MP float v){return Sat((v-from)/(to-from));}
PAR LP float BloomScale,BloomCut;
#if half!=0
VAR HP vec2 IO_tex;
#else
VAR HP vec2 IO_tex0,IO_tex1,IO_tex2,IO_tex3;
VAR LP float scale;
#endif
#define AlphaTest(alpha) if(alpha+MaterialColor().a<1.0)discard
PAR sampler2D Col,Col1,Col2,Col3,
Nrm,Nrm1,Nrm2,Nrm3,
Lum;
PAR samplerCube Rfl;
PAR MP float AllowBackFlip;
#define BackFlip(dir) {if(!gl_FrontFacing)dir*=AllowBackFlip;}
struct ViewportClass
{
HP float from,range;
HP vec2 clamp_min,clamp_max,center,size,size_fov_tan;
HP vec4 FracToPosXY,ScreenToPosXY,PosToScreen;
};
PAR ViewportClass Viewport;
#define ViewportClamp(screen,do_clamp) ((do_clamp!=0) ?clamp(screen,Viewport.clamp_min,Viewport.clamp_max) :screen)
PAR LP vec4 Color[4];
void main()
{
#if half!=0
gl_FragColor.rgb=Sat(texture2D(Col,ViewportClamp(IO_tex,do_clamp)).rgb*BloomScal​e-BloomCut);
#else
gl_FragColor.rgb=Sat((texture2D(Col,ViewportClamp(IO_tex0,do_clamp)).rgb
+texture2D(Col,ViewportClamp(IO_tex1,do_clamp)).rgb
+texture2D(Col,ViewportClamp(IO_tex2,do_clamp)).rgb
+texture2D(Col,ViewportClamp(IO_tex3,do_clamp)).rgb)*scale-BloomCut);
#endif
gl_FragColor.a=0.0;
}
Comilation Error:
Code:
Fragment shader compilation failed.
WARNING: 0:5: extension 'GL_ARB_shader_texture_lod' is not supported
WARNING: 0:6: extension 'GL_EXT_shader_texture_lod' is not supported
WARNING: 0:38: Creating Macro Object
WARNING: 0:38: Deleting Macro Object
WARNING: 0:38: Creating Macro Object
WARNING: 0:38: Deleting Macro Object
WARNING: 0:39: Creating Macro Object
WARNING: 0:39: Deleting Macro Object
WARNING: 0:39: Creating Macro Object
WARNING: 0:39: Deleting Macro Object
WARNING: 0:40: Creating Macro Object
WARNING: 0:40: Deleting Macro Object
WARNING: 0:40: Creating Macro Object
WARNING: 0:40: Deleting Macro Object
WARNING: 0:41: Creating Macro Object
WARNING: 0:41: Deleting Macro Object
WARNING: 0:41: Creating Macro Object
WARNING: 0:41: Deleting Macro Object
WARNING: 0:42: Creating Macro Object
WARNING: 0:42: Deleting Macro Object
WARNING: 0:42: Creating Macro Object
WARNING: 0:42: Deleting Macro Object
WARNING: 0:43: Creating Macro Object
WARNING: 0:43: Deleting Macro Object
WARNING: 0:43: Creating Macro Objec
09-22-2013 05:06 AM
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SamerK Offline
Member

Post: #24
RE: Crash on Samsung Galaxy SIII
Hi Esenthel,

I just created a question thread with Samsung.. here is a link to follow

http://developer.samsung.com/forum/threa...tId=zzzzz~

Many thanks

Samer
(This post was last modified: 09-22-2013 05:17 PM by SamerK.)
09-22-2013 03:07 PM
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aceio76 Offline
Silver Supporter

Post: #25
RE: Crash on Samsung Galaxy SIII
Thanks samer.
09-22-2013 04:55 PM
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yvanvds Offline
Silver Supporter

Post: #26
RE: Crash on Samsung Galaxy SIII
Thank you, Samer.

But in my experience, big companies don't always react on stuff like this. What do we do if Samsung does not respond? As it is now, not a single esenthel project can run on a Samsung SIII, which is a very popular model.

I am delaying the release of a small project for almost 2 months now, waiting for this to be fixed. I don't feel right about releasing it without support for SIII.

So I'm wondering if these shaders are absolutely neccesary. In my case I am only using the 2D drawing part of esenthel in this particular project, so how about a flag to turn them off? Would that be possible?

Regards,

yvan
09-23-2013 06:53 PM
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Esenthel Offline
Administrator

Post: #27
RE: Crash on Samsung Galaxy SIII
Pherael's Galaxy S3 works fine, so only some variants/firmware are affected.
This is just one of the shaders that's loaded at the start, there's very high chance that if I would disable it, then other loaded after that one would fail.
You can safely publish your game to the market, just select that it's not available for Galaxy S3 models (there's an option for that when uploading apps to Google Play)
09-23-2013 07:30 PM
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aceio76 Offline
Silver Supporter

Post: #28
RE: Crash on Samsung Galaxy SIII
Yes, the SIII's are very popular. I often take the public train to NYC and I see a lot of SIII users.

Just a side note, projects compiled with 1.0 work ok with my SIII, also the EE racing game also works as well.
09-23-2013 07:38 PM
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SamerK Offline
Member

Post: #29
RE: Crash on Samsung Galaxy SIII
(09-23-2013 06:53 PM)yvanvds Wrote:  But in my experience, big companies don't always react on stuff like this. What do we do if Samsung does not respond? As it is now, not a single esenthel project can run on a Samsung SIII, which is a very popular model.

I agree with you, I'll be surprised if they replied anytime soon. I don't think all SIIIs come with the same issue, it depends on the hardware version released for different regions, for example if you go back on this post replies you'll find 'Pherael' doesn't have this issue on his SIII. But I keep wondering what has changed after updating my phone to Android 4.1.2 ? Esenthel projects used to work flawlessly before that.

I'm lucky at the moment that I don't have any mobile app project to do.
(This post was last modified: 09-23-2013 07:45 PM by SamerK.)
09-23-2013 07:45 PM
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SamerK Offline
Member

Post: #30
RE: Crash on Samsung Galaxy SIII
I came to know that Samsung are going to release Android 4.3 update for all S3, S4, Note2 in October. hoping this update would fix SIII shader compilation issue.
(This post was last modified: 09-28-2013 05:48 PM by SamerK.)
09-28-2013 05:47 PM
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