Hello All.

I have some problem with eglCreateContext() method. To initialize EGL i use 
my own java code. I can't use GLSurfaceView because it hides all important 
for me functions.
I try to use two egl contexts. First one is a rendering context, which is 
used only for rendering on native window surface in a main thread (main 
thread is like a GLThread in a GLSurfaceView). Second context is a loader 
context which used only in a loader thread for loading objects.
First context used as 'share_context' parameter for eglCreateContext() for 
second context.

System works perfectly (game completely works) on some devices, but not on 
all.

I have next devices for testing:
- SE XPERIA X10i (os ver : 2.3.3)
- Samsung Galaxy S (os ver : 2.3.6)

Game perfectly runs on this two devices. But game receives SIGSEGV in a 
'libGLESv1_CM_adreno200.so' on next devices.
- HTC Desire S (os ver : 2.3.5)
- Samsung Galaxy Ace (os ver : 2.3.3)
- Sony XPERIA S (os ver : 2.3.7)

SIGSEGV is throwed while second eglCreateContext() call (with 
'share_context' parameter). When second eglCreateContext() is called with a 
EGL_NO_CONTEXT as 'share_context', the game works fine on all devices 
(except object sharing). I can't understand what's wrong. 
I tried to use same EGLConfig for both eglCreateContext() calls, or use two 
compatible EGLConfig objects. In all cases the result is same.

This is a short information about SIGSEGV:
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
...
scr 20000012
    #00 pc 00000000  
    #01 pc 000225ec /system/lib/egl/libGLESv1_CM_adreno200.so [ 
initShaderCache() ]
    #02 pc 00021750 /system/lib/egl/libGLESv1_CM_adreno200.so [ 
gliInitContext() ]

Can somebody help me to understand this problem?

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