Comments (7)
To be honest I'm a bit hesitant to try and debug a VBox instance because VBox totally blows to the point where even the kernel devs don't accept bugs for it anymore. Do you have a VMware Player setup to test with instead?
If I were to take this report at face value I would say that it doesn't like this call here...
https://github.com/flibitijibibo/FNA/blob/master/src/Graphics/OpenGLDevice.cs#L1392
https://github.com/flibitijibibo/FNA/blob/master/src/Graphics/OpenGLDevice.cs#L2069
... but again, it's VBox. This is probably one of many things it doesn't correctly support.
from fna-mghistory.
Yep, VirtualBox is nowhere near as good. The game launches now with VMware Player but crashes soon afterwards when loading a shader.
Here is the shader http://media.quarkrobot.com/downloads/shader.Fxc which was compiled and works on Mac and Windows as per #302
Here is the error details from the terminal:
OpenGL Device: Gallium 0.4 on SVGA3D; build: RELEASE;
OpenGL Driver: 2.1 Mesa 10.5.2
OpenGL Vendor: VMware, Inc.
MojoShader Profile: glsl120
FBO incomplete: no attachments [-1]
Source: GL_DEBUG_SOURCE_API_ARB
Type: GL_DEBUG_TYPE_OTHER_ARB
Severity: GL_DEBUG_SEVERITY_MEDIUM_ARB
EXT_swap_control_tear unsupported. Fall back to standard VSync.
LODERUNN.bin.x86_64: /home/flibitijibibo/Programming/reProjects/MojoShader/mojoshader_opengl.c:2302: MOJOSHADER_glSetVertexAttribDivisor: Assertion `ctx->have_GL_ARB_instanced_arrays' failed.
Stacktrace:
at (wrapper managed-to-native) MojoShader.MOJOSHADER_glSetVertexAttribDivisor (MojoShader/MOJOSHADER_usage,int,uint) <0xffffffff>
at Microsoft.Xna.Framework.Graphics.OpenGLDevice.ApplyVertexAttributes (Microsoft.Xna.Framework.Graphics.VertexBufferBinding[],int,bool,int) <0x002ff>
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives (Microsoft.Xna.Framework.Graphics.PrimitiveType,int,int,int,int,int) <0x00050>
at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch (int,int) <0x00b53>
at Microsoft.Xna.Framework.Graphics.SpriteBatch.FlushBatch () <0x0018b>
at Microsoft.Xna.Framework.Graphics.SpriteBatch.End () <0x0004b>
at MMR.LR.Draw (Microsoft.Xna.Framework.GameTime) <0x000f7>
at Microsoft.Xna.Framework.Game.DoDraw (Microsoft.Xna.Framework.GameTime) <0x00071>
at Microsoft.Xna.Framework.Game.Tick () <0x005eb>
at Microsoft.Xna.Framework.SDL2_GamePlatform.RunLoop () <0x00aab>
at Microsoft.Xna.Framework.Game.Run () <0x00093>
at MMR.Program.Main (string[]) <0x0007f>
at (wrapper runtime-invoke) .runtime_invoke_void_object (object,intptr,intptr,intptr) <0xffffffff>
Native stacktrace:
/home/quark/Desktop/LODERUNN Linux/lib64/libmono-2.0.so.1(+0xab388) [0x7f8d01ee9388]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x10d10) [0x7f8d0151cd10]
/lib/x86_64-linux-gnu/libc.so.6(gsignal+0x37) [0x7f8d01177267]
/lib/x86_64-linux-gnu/libc.so.6(abort+0x16a) [0x7f8d01178eca]
/lib/x86_64-linux-gnu/libc.so.6(+0x2e03d) [0x7f8d0117003d]
/lib/x86_64-linux-gnu/libc.so.6(+0x2e0f2) [0x7f8d011700f2]
/home/quark/Desktop/LODERUNN Linux/lib64/libmojoshader.so(+0x22ad9) [0x7f8ceae9bad9]
[0x406a84d1]
Debug info from gdb:
Could not attach to process. If your uid matches the uid of the target
process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try
again as the root user. For more details, see /etc/sysctl.d/10-ptrace.conf
ptrace: Operation not permitted.
No threads.
Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application.
from fna-mghistory.
Your FNA revision is out of date, update and that assert shouldn't be reached.
Though even then, the FBO incomplete message is probably going to hit you next. What's the host's GPU? Should this just be tested on a real box instead...?
from fna-mghistory.
I've added the mod from this issue: #310
Would you like me to update FNA? I've made quite a few mods to Song and MediaPlayer to add streaming from archive support and I'm not sure whether Git will keep them - sorry, total Git newbie here.
Host GPU is a Nvidia 770M MXM laptop card.
from fna-mghistory.
If the VertexAttribDivisor fix is there you should be left with whatever that FBO issue is... though why that's just in stderr/stdout and not an ARB_debug_output error I'm not sure.
In any case, try to keep up with FNA at all times. Falling behind is a really, REALLY bad idea. You can ask any FNA dev other than me about that!
from fna-mghistory.
Okay, FNA updated with a slightly different error location: /home/flibitijibibo/Programming/reProjects/MojoShader/mojoshader_opengl.c:2302: MOJOSHADER_glSetVertexAttribDivisor: Assertion `ctx->have_GL_ARB_instanced_arrays' failed.
I think I'll get someone to test on an actual machine and not a virtual one...
Here is the full terminal output:
Stacktrace:
at (wrapper managed-to-native) MojoShader.MOJOSHADER_glSetVertexAttribDivisor (MojoShader/MOJOSHADER_usage,int,uint) <0xffffffff>
at Microsoft.Xna.Framework.Graphics.OpenGLDevice.ApplyVertexAttributes (Microsoft.Xna.Framework.Graphics.VertexBufferBinding[],int,bool,int) <0x002ff>
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives (Microsoft.Xna.Framework.Graphics.PrimitiveType,int,int,int,int,int) <0x00050>
at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch (int,int) <0x00b53>
at Microsoft.Xna.Framework.Graphics.SpriteBatch.FlushBatch () <0x0018b>
at Microsoft.Xna.Framework.Graphics.SpriteBatch.End () <0x0004b>
at MMR.LR.Draw (Microsoft.Xna.Framework.GameTime) <0x000f7>
at Microsoft.Xna.Framework.Game.Tick () <0x0062f>
at Microsoft.Xna.Framework.SDL2_GamePlatform.RunLoop () <0x00af3>
at Microsoft.Xna.Framework.Game.Run () <0x00093>
at MMR.Program.Main (string[]) <0x0007f>
at (wrapper runtime-invoke) .runtime_invoke_void_object (object,intptr,intptr,intptr) <0xffffffff>
Native stacktrace:
/home/quark/Desktop/LODERUNN Linux/lib64/libmono-2.0.so.1(+0xab388) [0x7f8de4cf7388]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x10d10) [0x7f8de432ad10]
/lib/x86_64-linux-gnu/libc.so.6(gsignal+0x37) [0x7f8de3f85267]
/lib/x86_64-linux-gnu/libc.so.6(abort+0x16a) [0x7f8de3f86eca]
/lib/x86_64-linux-gnu/libc.so.6(+0x2e03d) [0x7f8de3f7e03d]
/lib/x86_64-linux-gnu/libc.so.6(+0x2e0f2) [0x7f8de3f7e0f2]
/home/quark/Desktop/LODERUNN Linux/lib64/libmojoshader.so(+0x22ad9) [0x7f8dcdd43ad9]
[0x417d7431]
from fna-mghistory.
Update: it does sort of work on a proper Linux machine although not very well. Loading shaders appear to not work either. I'll close this because it is unrelated to a virtual copy of Linux.
from fna-mghistory.
Related Issues (20)
- shader normalmap not work HOT 3
- Can't run on machine without audio device HOT 9
- [MojoShader] MOJOSHADER_glSetVertexAttribDivisor causes 'System.AccessViolationException' on some computers HOT 3
- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
- Unable to load a texture (.PNG) from stream HOT 9
- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- DynamicSoundEffectInstance behavior incompatible with XNA4 HOT 8
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
- RasterizerState.MultiSampleAntiAlias not implemented HOT 8
- Set Render Target to Another Window HOT 2
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from fna-mghistory.