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Upgrade to SDL 2.0.9 #483
Upgrade to SDL 2.0.9 #483
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Emscripten + Linux + Raspbian (arm)
Virtual Machine specifications : Enable 3D graphics accelerated else if monkey2 crash (SDL_GL_CreateContext failed!)
Nice job, unfortunately the trouble makers are always android and ios! Is anyone even using these any more? |
Mobile targets 'iOS' and 'Android' are very important. |
Yes mobile is my main release output. I'll try to build to android from win10/osx high sierra+Mojave and to ios as soon as I have some free time. |
first attempt on W10 (with mojotest.monkey2) failed with the following error (on a system where android target works with latest dev)
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Ok, i looking at that |
I pushed a fix for Android target (dd9bcb8). You can test again. |
building monkey2 side worked, building in android studio worked but the mojotest app directly crashes with the following error in the android studio "Error" logcat
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on osx high sierra android builds but app crashes with following error in logcat
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It seems to me that it is related to the 'android product' following the update of the SDL. |
copied sdlactivity.java from sdl2.0.9 to products (as it seems we have to use the sdlactivity.java corresponding to the sdl version. but now of cours I have build errors on android studio side (horrors?)
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Tweaks 'HIDDeviceManager.java' and 'SDLAudioManager.java' files
'Android product' has been updated with latest 'SDLActivity.java'. |
trying to build seyhajin/monkey2-sdl-2.0.9 brach on osx high sierra I have the following error: ('EGL/egl.h' file not found)
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I have tested on Mojave, it's work well. @blitz-research : i have tested iOS target with iOS Simulator, it's works on my Mojave VM :) also Android target (#483 (comment)). I will push a latest tweaks soon. |
hi
Edit building for iphoneXs simulator I actually get an error too:
May be I'm doing something wrong here but never had such errors before... |
@abakobo : I just pushed the changes, I hope I have not forgotten anything, you can test again. |
@abakobo : for "entry point (_main) undefined. for architecture x86_64", have you rebuild modules without threads ? http://monkeycoder.co.nz/forums/topic/ios-missing-files-for-simulator/ |
about the threads, yes I forgot I had to rebuild without threads.
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yay psychedelic app working on my Iphone6s, great. I suppose we can add the metal framework to the default. I tried to add
to project.pbxproj (in xcodeproj package) but it was not sufficient. will have a try later. Thanks! |
made a pull request on seyhajin:upgrade-sdl2 with modified xcodeproj that adds the metal framework to the default product. Tested and working on my iphone6s. |
add Metal Framework to xcodeproj (iOS product)
Merged. Thanks @abakobo ! |
@blitz-research : This pull request is ready to merge :) |
Hi, Looking good! But I am getting the below build error on windows. I get this when building Ted2 with rebuildall, and a simple mojo3d template test app. About to try Android on Windows...
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Macos/linux desktop is looking good so far though. |
I've built the debug modules for ios and am getting the following build error with a simple mojo3d template app. Trying again with MX2_THREADS=0 (I would quite like to remove thread support from mx2, as it's not well tested (and thread stuff really needs to be thrashed) and is probably slowing down gc a bit).
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Ok, it seems like mx2cc is always trying to build the release version? ...but if I change 'build target' to 'release' then immediately back to 'debug' it works!?! Have you changed mxcc at all, or is this a new bug? |
Ok, Android manifest appears to be borked... ...but after removing this line I can run mojo3d template app on Android! ios will have to wait until tomorrow.... |
Hi Mark, In "env_windows.txt" file, it's mentioned that "'Build architecture: x86 or x64, x64 only working with msvc.", is it still true ? Otherwise it will be necessary to update this information. For iOS target (device or simulator), i've rebuild all modules without threads (MX2_THREADS=0), it seems worked too. @abakobo can you confirm ? In 'AndroidManifest.xml' file, there are two '>' signs (end of lines 27 and 29) in the tag "activity", can you delete the first and see if it works better? For a 'build target' of 'mx2cc', maybe this commit (60784da) have changed that. |
AFAIK, mingw can't do 64bit builds unless someone has got this working?
Rebuilding now...
So iOS can't do threads at all?
Well, after deleting the second nothing appeared to be 'wrong' so I'm not sure if deleting the first instead can make anything better.
This change doesn't appear to be in the pull request though? I think the debug/release thing might be a UI/Ted2 issue... |
My bad, I thought that MSVC was exclusively for 64 bits. I will test with latest version of mingw x64.
On my side, threads do not seem to work with the iphoneos simulator (see #483 (comment)). I'm going to look at the problem if it should work.
Edit: i see,
This change comes from another fork that i got into mine and the code seems to me correct. Usually for mx2cc i run the script |
Threads work on ios physical device so threads should be ON by default IMHO. About the debug for mobile, I never managed to get it so there might be a bug there.. |
Build and run app for iOs deviceOn MacOS, with : On Debug, that's work very well
On Release, i have an error with same environment variable values :
By modifying
Sadly, Apple's clang build for iOS armv7 (as of xcode 6.3) doesn't include support for threadlocal storage. I find this as the best source for knowing basic of all iOS devices: http://iossupportmatrix.com/ In brief, And to finish in beauty, 'Mojotest' on my iPhone X device :) |
I've added latest MinGWx64 support (GCC 8.1.0) see a new pull request #484. |
I finally merged this and it's 99% OK except that I can't 'open' mojo3d files from inside the IDE anymore - I get a framebuffer format error when I double click on one of the demo .mojo3d files in the monkey 2 root dir. And note this only happens on windows so it's probably related to ANGLE. It's not a huge deal and I'll look into it, but if anyone has any ideas...? |
Good news! With latest 'master' version of Ted2Go (2.14a) build with MSVC x64, i don't have any problems to open .mojo3d files from inside the IDE. FYI next version will be coming soon (2.0.10) : https://discourse.libsdl.org/t/sdl-2-0-10-prerelease/26300 Monkey2 apps could be exported to tvOS and watchOS targets :) with GamePad controller support (on tvOS)... Already possible with version 2.0.9. |
I can reproduce on ducks demo by adding:
At the top of Main(). This effectively forces mojo to use 'Angle' lib on windows, and monkey2 depends on SDL2 to init the correct GL libs etc so I suspect something has changed subtly here. Can anyone else reproduce this? Will investigate further... |
Hi Mark,
I have upgrade SDL module to latest stable version (2.0.9).
I've tested on :