View Full Version : Need Intel Mac owners for screensaver test
belthaczar
2006.12.21, 12:17 PM
Hi,
Could someone with an intel mac try to run this screensaver
Hydromancy1.3.dmg.gz (http://www.eecs.tulane.edu/Nguyen.Phillip/Hydromancy1.3.dmg.gz)
and then send me a crash log when it crashes system preferences?
It works fine on my g3 and I don't have access to an intel cpu to be
able to figure out what's going wrong. Thanks
--phillip
Fenris
2006.12.21, 03:55 PM
Awesome screensaver, awesome pie chart control, doesn't crash my MacBook...
maximile
2006.12.21, 04:19 PM
Crashed on my MBP. Here's the log; I hope it's what you're after.
Host Name: max-williams-computer
Date/Time: 2006-12-21 20:15:19.036 +0000
OS Version: 10.4.8 (Build 8L2127)
Report Version: 4
Command: System Preferences
Path: /Applications/System Preferences.app/Contents/MacOS/System Preferences
Parent: WindowServer [68]
Version: 3.5 (3.5)
Build Version: 10
Project Name: SystemPrefsApp
Source Version: 1260600
PID: 346
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x161e5080
Thread 0 Crashed:
0 <<00000000>> 0x019f0c64 0 + 27200612
1 GLEngine 0x157b6826 glDrawRangeElements_IMM_Exec + 1008
2 libGL.dylib 0x92b158bd glDrawRangeElements + 118
3 screensaver.Hydromancy 0x15afc7e3 -[HydromancyPolygonize divideAndConquer::::] + 1220
4 screensaver.Hydromancy 0x15afcab7 -[HydromancyPolygonize subdivideSquare:::] + 602
5 screensaver.Hydromancy 0x15afca1f -[HydromancyPolygonize subdivideSquare:::] + 450
6 screensaver.Hydromancy 0x15afd721 -[HydromancyPolygonize testAllRootSquares] + 335
7 screensaver.Hydromancy 0x15afce01 -[HydromancyPolygonize polygonize::] + 302
8 screensaver.Hydromancy 0x15afede3 -[HydromancyView animateOneFrame] + 234
9 screensaver.Hydromancy 0x15afecf1 -[HydromancyView startAnimation] + 742
10 ...pscreeneffect.screeneffects 0x15029404 deleteLastInfoSection + 4058
11 com.apple.Foundation 0x925ed207 _nsnote_callback + 230
12 com.apple.CoreFoundation 0x90852649 __CFXNotificationPost + 345
13 com.apple.CoreFoundation 0x90849e80 _CFXNotificationPostNotification + 600
14 com.apple.Foundation 0x925e5860 -[NSNotificationCenter postNotificationName:object:userInfo:] + 121
15 com.apple.Foundation 0x925ec755 -[NSNotificationCenter postNotificationName:object:] + 55
16 com.apple.AppKit 0x9337ea57 -[NSTableView _enableSelectionPostingAndPost] + 532
17 com.apple.AppKit 0x933d45b6 -[NSTableView mouseDown:] + 4093
18 com.apple.AppKit 0x9334c3af -[NSWindow sendEvent:] + 5279
19 com.apple.AppKit 0x9333e350 -[NSApplication sendEvent:] + 5023
20 com.apple.systempreferences 0x00007b53 0x1000 + 27475
21 com.apple.AppKit 0x93268dfe -[NSApplication run] + 547
22 com.apple.AppKit 0x9325cd2f NSApplicationMain + 573
23 com.apple.systempreferences 0x0000e426 0x1000 + 54310
24 com.apple.systempreferences 0x0000e34d 0x1000 + 54093
Thread 1:
0 libSystem.B.dylib 0x90009857 mach_msg_trap + 7
1 com.unsanity.ape 0xc0001cac __ape_agent + 307
2 libSystem.B.dylib 0x90023d87 _pthread_body + 84
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x15847060 ebx: 0x15b08020 ecx: 0x00000670 edx: 0x0000ce00
edi: 0x01998034 esi: 0x161e5060 ebp: 0xbffff058 esp: 0xbffff04c
ss: 0x0000001f efl: 0x00010202 eip: 0x019f0c64 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
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belthaczar
2006.12.21, 06:34 PM
Thanks! Hopefully I can get something out of it. At this point I have no clue.
arekkusu
2006.12.22, 02:12 AM
Most likely you're asking GL to draw from memory that you don't own.
Start logging out your enabled arrays and the pointers before each draw call. Take a look at the number of vertices you're trying to draw vs how much memory you've actually allocated per array.
belthaczar
2006.12.22, 03:05 AM
@maximile
Could you try out this version and test if it still crashes for you?
HydromancyDebug.dmg.gz (http://www.eecs.tulane.edu/Nguyen.Phillip/HydromancyDebug.dmg.gz)
@arekkusu
So far all I can come up with is that in my call to glDrawRangeElements I specified a maximum array index which was 1 more than the actual size of storage. Though I never actually sent through any invalid indices. Does glDrawRangeElements immediately read in all the memory from the given start to end indices?
If this fix doesn't work, I can try to post some code.
maximile
2006.12.22, 05:30 AM
Still crashes, I'm afraid.
Here's the log this time; I don't know if it's any different.
Host Name: max-williams-computer
Date/Time: 2006-12-22 09:25:56.966 +0000
OS Version: 10.4.8 (Build 8L2127)
Report Version: 4
Command: System Preferences
Path: /Applications/System Preferences.app/Contents/MacOS/System Preferences
Parent: WindowServer [66]
Version: 3.5 (3.5)
Build Version: 10
Project Name: SystemPrefsApp
Source Version: 1260600
PID: 613
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x16233060
Thread 0 Crashed:
0 <<00000000>> 0x0192e264 0 + 26403428
1 GLEngine 0x15883826 glDrawRangeElements_IMM_Exec + 1008
2 libGL.dylib 0x92b158bd glDrawRangeElements + 118
3 screensaver.Hydromancy 0x153e0701 -[HydromancyPolygonize divideAndConquer::::] + 1220
4 screensaver.Hydromancy 0x153e093d -[HydromancyPolygonize subdivideSquare:::] + 450
5 screensaver.Hydromancy 0x153e093d -[HydromancyPolygonize subdivideSquare:::] + 450
6 screensaver.Hydromancy 0x153e165a -[HydromancyPolygonize testAllRootSquares] + 335
7 screensaver.Hydromancy 0x153e0d22 -[HydromancyPolygonize polygonize::] + 305
8 screensaver.Hydromancy 0x153e2d1c -[HydromancyView animateOneFrame] + 234
9 screensaver.Hydromancy 0x153e2c2a -[HydromancyView startAnimation] + 742
10 ...pscreeneffect.screeneffects 0x1504f404 deleteLastInfoSection + 4058
11 com.apple.Foundation 0x925ed207 _nsnote_callback + 230
12 com.apple.CoreFoundation 0x90852649 __CFXNotificationPost + 345
13 com.apple.CoreFoundation 0x90849e80 _CFXNotificationPostNotification + 600
14 com.apple.Foundation 0x925e5860 -[NSNotificationCenter postNotificationName:object:userInfo:] + 121
15 com.apple.Foundation 0x925ec755 -[NSNotificationCenter postNotificationName:object:] + 55
16 com.apple.AppKit 0x9337ea57 -[NSTableView _enableSelectionPostingAndPost] + 532
17 com.apple.AppKit 0x933d45b6 -[NSTableView mouseDown:] + 4093
18 com.apple.AppKit 0x9334c3af -[NSWindow sendEvent:] + 5279
19 com.apple.AppKit 0x9333e350 -[NSApplication sendEvent:] + 5023
20 com.apple.systempreferences 0x00007b53 0x1000 + 27475
21 com.apple.AppKit 0x93268dfe -[NSApplication run] + 547
22 com.apple.AppKit 0x9325cd2f NSApplicationMain + 573
23 com.apple.systempreferences 0x0000e426 0x1000 + 54310
24 com.apple.systempreferences 0x0000e34d 0x1000 + 54093
Thread 1:
0 libSystem.B.dylib 0x90009857 mach_msg_trap + 7
1 com.unsanity.ape 0xc0001cac __ape_agent + 307
2 libSystem.B.dylib 0x90023d87 _pthread_body + 84
Thread 2:
0 libSystem.B.dylib 0x90024427 semaphore_wait_signal_trap + 7
1 com.apple.Foundation 0x9264b2f8 -[NSConditionLock lockWhenCondition:] + 39
2 com.apple.AppKit 0x93346270 -[NSUIHeartBeat _heartBeatThread:] + 377
3 com.apple.Foundation 0x925f536c forkThreadForFunction + 123
4 libSystem.B.dylib 0x90023d87 _pthread_body + 84
Thread 3:
0 libSystem.B.dylib 0x90009857 mach_msg_trap + 7
1 com.apple.opengl 0x931c46e4 glcDebugListener + 338
2 libSystem.B.dylib 0x90023d87 _pthread_body + 84
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x15914060 ebx: 0x153ec020 ecx: 0x000006b7 edx: 0x0000d6e0
edi: 0x01932b14 esi: 0x16233040 ebp: 0xbffff098 esp: 0xbffff08c
ss: 0x0000001f efl: 0x00010206 eip: 0x0192e264 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
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0x94287000 - 0x94292fff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
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0x942fe000 - 0x945b7fff com.apple.QuickTime 7.1.3 /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
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0xc0000000 - 0xc000efff com.unsanity.ape 2.0.2 /Library/Frameworks/ApplicationEnhancer.framework/Versions/A/ApplicationEnhancer
belthaczar
2006.12.22, 02:00 PM
Okay, so I think my options at this point are to
1. switch to glDrawElements instead of glDrawRangeElements.
2. switch to glDrawElementArrayAPPLE if possible.
In one of my calls to glDrawRangeElements, there's a good chance
that I am exceeding GL_MAX_ELEMENTS_VERTICES. Could this be
causing the crash? From the docs I've read I thought that it would
just fall back to a slower implementation? Maybe I should not be
using glDrawRangeElements at all for that case.
If anyone wants to look at some code, I've packaged it all up here: HydromancySource.dmg.gz (http://www.eecs.tulane.edu/Nguyen.Phillip/HydromancySource.dmg.gz)
and I think these are the relevant portions:
from HydromancyPolygonize.h (declarations):
typedef struct {
float x, y; // coordinates of point
#ifdef HYDROMANCY_CHEESY_3D
float nx, ny, nz; // normal components
#endif
float val; // field value at point
int index;
RGB color; // color of point
} FIELDPOINT, *FIELDPOINT_PTR;
@interface HydromancyPolygonize : NSObject {
int m_xDivisions;
int m_yDivisions;
float m_xMax;
float m_yMax;
float m_isolevel;
char m_maxIterations;
BOOL m_ghostBlobMode;
BOOL m_wyvillBlobMode;
#ifdef HYDROMANCY_CHEESY_3D
BOOL m_cheesy3DMode;
#endif
Blob **m_blobList;
int m_meshRowSize; // need to keep this around to calculate indices
int m_meshSize; // need to keep this for zeroing vTable
FIELDPOINT *fieldPointCache; // stores calculated field point values
BOOL *vTable; // which field point values have been calculated?
char *sTable; // which squares have been subdivided (or rendered)?
FIELDPOINT m_vertlist[8]; // pool of vertices for constructing triangles
SQUARE subdivisionPool[POOLCAPACITY]; // pool of squares scheduled to be subdivided
SQUARE_PTR testPool; // pool of squares to begin testing for intersections
SQUARE_PTR fillPool; // pool of squares scheduled to be filled
int m_subdPoolCount; // number of squares in subdivisionPool
int m_testPoolCount; // number of squares in testPool
int m_fillPoolCount; // number of squares in fillPool
int m_fillPoolCapacity; // size of the fillPool.
}
from HydromancyPolygonize.m (initialization code):
- (id)initWithSettings :(float)xMax :(float)yMax :(int)yDivisions :(char)maxIterations
{
int meshColumnSize;
m_xMax = xMax;
m_yMax = yMax;
m_yDivisions = yDivisions;
m_maxIterations = maxIterations;
m_xDivisions = m_xMax * m_yDivisions / m_yMax; // multiply by aspect ratio
// The row size is 1 + xDivisions * 2^(maxIterations).
m_meshRowSize = 1 + (m_xDivisions << m_maxIterations);
meshColumnSize = 1 + (m_yDivisions << m_maxIterations);
m_meshSize = m_meshRowSize * meshColumnSize;
m_testPoolCount = 0;
// clear out any previous storage
if (fieldPointCache) free(fieldPointCache);
if (vTable) free(vTable);
if (sTable) free(sTable);
if (testPool) free(testPool);
if (fillPool) free(fillPool);
// Allocate storage for the fieldPointCache and vTable
// based on the mesh size for the deepest iteration. This is
// (1 + xDivisions*2^maxIterations)*(1 + yDivisions*2^maxIterations).
fieldPointCache = (FIELDPOINT *)malloc(m_meshSize * sizeof(FIELDPOINT));
vTable = (BOOL *)malloc(m_meshSize * sizeof(BOOL));
sTable = (char *)malloc(m_meshSize * sizeof(char));
testPool = (SQUARE *)malloc(m_xDivisions * m_yDivisions * sizeof(SQUARE));
// The fill pool has an initial capacity equal to the number of root level squares.
// If we end up needing more capacity, we will realloc more later.
m_fillPoolCapacity = m_xDivisions * m_yDivisions;
fillPool = (SQUARE *)malloc(m_fillPoolCapacity * sizeof(SQUARE));
NSAssert(fieldPointCache, @"couldn't allocate memory for fieldPointCache");
NSAssert(vTable, @"couldn't allocate memory for vTable");
NSAssert(sTable, @"couldn't allocate memory for sTable");
NSAssert(testPool, @"couldn't allocate memory for test pool");
NSAssert(fillPool, @"couldn't allocate memory for fill pool");
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
#ifdef HYDROMANCY_CHEESY_3D
if (m_cheesy3DMode) glEnableClientState(GL_NORMAL_ARRAY);
#endif
glPolygonMode(GL_FRONT, GL_FILL);
if (!m_ghostBlobMode) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
[self initializeCache];
return self;
}
from HydromancyPolygonize.m (the problem):
- (void)divideAndConquer :(FIELDPOINT_PTR *)grid :(char)iteration :(unsigned char)boundaryFlag :(unsigned char)growFlag
{
...
// Draw the filled triangles.
glDrawRangeElements( GL_TRIANGLES, // drawing mode
0, // start of range
7, // end of range
triCount[squareindex], // index count
GL_UNSIGNED_BYTE, // type of indices
triTable[squareindex] ); // indices
// Redraw the edge antialiased for those edges of the
// triangle which are part of the blob's outline.
if (!m_ghostBlobMode) {
glDrawRangeElements( GL_LINES,
0,
7,
outlineCount[squareindex],
GL_UNSIGNED_BYTE,
outlineTable[squareindex] );
}
...
}
- (void)polygonize :(float)isolevel :(Blob **)blobList
{
int i, j; // loop variables
FIELDPOINT_PTR grid[4]; // a square cell of the root-level mesh
int index; // index into fieldPointCache
// rowSpacing takes us to the next index in the same row of the root mesh.
// colSpacing similarly takes us to the next index in the same column.
int rowSpacing = 1 << m_maxIterations;
int colSpacing = m_meshRowSize << m_maxIterations;
unsigned char boundaryFlag; // signals if the cell lies along the boundary.
// Store these values internally for the divide and conquer algorithm.
m_isolevel = isolevel;
m_blobList = blobList;
// Clear the vTable and sTable.
bzero(vTable, m_meshSize*sizeof(BOOL));
bzero(sTable, m_meshSize*sizeof(char));
// Clear the subdivisionPool.
m_subdPoolCount = 0;
// Clear the fillPool.
m_fillPoolCount = 0;
// Set up the pointers for the glDrawRangeElements called inside of divideAndConquer.
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(FIELDPOINT), &m_vertlist[0].color);
glVertexPointer(2, GL_FLOAT, sizeof(FIELDPOINT), m_vertlist);
#ifdef HYDROMANCY_CHEESY_3D
if (m_cheesy3DMode) glNormalPointer(GL_FLOAT, sizeof(FIELDPOINT), &m_vertlist[0].nx);
#endif
... (divideAndConquer called several times here)
GLuint indices[m_fillPoolCount * (m_cheesy3DMode ? 24 : 4)];
...
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(FIELDPOINT), &fieldPointCache[0].color);
glVertexPointer(2, GL_FLOAT, sizeof(FIELDPOINT), fieldPointCache);
#ifdef HYDROMANCY_CHEESY_3D
if (m_cheesy3DMode) glNormalPointer(GL_FLOAT, sizeof(FIELDPOINT), &fieldPointCache[0].nx);
#endif
if (!m_ghostBlobMode) glDisable(GL_BLEND);
GLenum mode = (m_cheesy3DMode ? GL_TRIANGLES : GL_QUADS);
glDrawRangeElements( mode, // drawing mode
0, // start of range
m_meshSize-1, // end of range
j, // number of indices
GL_UNSIGNED_INT, // type of indices
indices ); // indices
...
}
Does anybody see anything wrong with what I'm doing? Or should I just plain be doing it another way?
belthaczar
2006.12.22, 09:57 PM
Ok, so since I'm still can't figure out what's wrong,
I've just replaced the glDrawRangeElements calls with
glDrawElements. If you still have the patience to
look at this, could you try it out and see if it is still
crashing?
HydromancyDebug.dmg.gz (http://www.eecs.tulane.edu/Nguyen.Phillip/HydromancyDebug.dmg.gz)
Thanks,
--phillip
maximile
2006.12.23, 12:11 AM
Works perfectly. :) Great screensaver.
belthaczar
2006.12.23, 05:59 AM
Finally something worked! Thanks for your help!
iDevAwesomeGames
2007.01.13, 11:15 AM
Awesome screensaver!!! It works fine on my MacBook Pro 17" without crashing. I will be using this one from now on.
Zwilnik
2007.01.13, 12:41 PM
So far so good on my Intel iMac (across 2 screens too)
Tools10
2007.01.13, 10:22 PM
Looks really great except that I get some sort of dark-rectangels from time to time(there isn't a dark color in the colors option, looks like huge black pixels).
toaster99
2007.01.15, 02:26 AM
Great screen saver works perfectly on my Intel Duo Mac Mini
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