Hello Guest

Recent Posts

Pages: [1] 2 3 ... 10
1
Vulkan / Re: Troublshoot strange heap corruption
« Last post by tlf30 on June 23, 2022, 19:00:00 »
OK, for anyone else who runs into something similar, I found the issue. It was caused by using a direct allocated pointer buffer instead of using the memory util to allocate it.
In this instance it was very difficult to troubleshoot as the code with the issue was in how I was mapping VkBuffers, and was being run thousands of times without any issue.
To find the issue, I used the LWJGLX debug agent. Even though this was a vulkan project, the agent will still look at buffer usage, and notified me that a buffer had been freed that was not a tracked buffer from LWJGL. This was amazing as it pointed me directly to the buffer in question and it was a simple fix.
2
Vulkan / [SOLVED] Troublshoot strange heap corruption
« Last post by tlf30 on June 22, 2022, 20:47:19 »
Hello,

I am running into an issue where I am getting an exit code 0xC0000374 with no error (causing a hard crash of the JVM without any hs_err_pid log)
The application crashes every time, sometimes it is just seconds into the run, others it is several minutes after running.

On occasion I get a different crash, where I get a strange validation error:
Code: [Select]
[2022-06-22 12:25:36] [SEVERE ] [validation] Validation Error: [ VUID-vkCmdDrawIndexed-None-02859 ] Object 0: handle = 0x1c6a7ff99c0, name = Frame 2 command buffer, type = VK_OBJECT_TYPE_COMMAND_BUFFER; Object 1: handle = 0x3f56950000000224, name = Shader pipeline 'phong-shader' for mesh 'meshes[0]-48, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0x93e69b0a | vkCmdDrawIndexed(): VkPipeline 0x3f56950000000224[Shader pipeline 'phong-shader' for mesh 'meshes[0]-48] doesn't set up VK_DYNAMIC_STATE_VIEWPORT|VK_DYNAMIC_STATE_SCISSOR, but it calls the related dynamic state setting commands The Vulkan spec states: There must not have been any calls to dynamic state setting commands for any state not specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this command, since that pipeline was bound (https://vulkan.lunarg.com/doc/view/1.2.176.1/windows/1.2-extensions/vkspec.html#VUID-vkCmdDrawIndexed-None-02859) 

Followed by an EXCEPTION_ACCESS_VIOLATION

Code: [Select]
#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ffeabdf162e, pid=1780, tid=26764
#
# JRE version: OpenJDK Runtime Environment Temurin-18+36 (18.0+36) (build 18+36)
# Java VM: OpenJDK 64-Bit Server VM Temurin-18+36 (18+36, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, shenandoah gc, windows-amd64)
# Problematic frame:
# V  [jvm.dll+0x1162e]
#
# No core dump will be written. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Users\Trevor\Desktop\outside\dist\client_dist\hs_err_pid1780.log

https://gist.github.com/tlf30/6629105179ce6dea56312484c2c45de4. Which is even more puzzling as the stack trace in it only shows a single internal jvm native call.

Yet, I am always setting the dynamic state:
Code: [Select]
VkPipelineDynamicStateCreateInfo dynamicState = VkPipelineDynamicStateCreateInfo.calloc(stack)
                    .sType$Default()
                    .pDynamicStates(stack.ints(
                                    VK_DYNAMIC_STATE_VIEWPORT,
                                    VK_DYNAMIC_STATE_SCISSOR
                            )
                    );

This leads me to believe that there is indeed memory corruption occurring. I have enabled all LWJGL debugging, and there are no errors or warnings being logged.
Code: [Select]
Configuration.DEBUG.set(true);
Configuration.DEBUG_FUNCTIONS.set(true);
Configuration.DEBUG_STREAM.set(true);
Configuration.DEBUG_LOADER.set(true);
Configuration.DEBUG_STACK.set(true);
Configuration.DEBUG_MEMORY_ALLOCATOR.set(true);
Configuration.DISABLE_CHECKS.set(false);
Configuration.DISABLE_FUNCTION_CHECKS.set(false);

I'm running JDK 18 from Adoptium. I have tried both 18.0.1+10 and 18+36.
I am running NVIDIA GTX 1080 TI (driver 516.40, the latest at the time of this post), and also tested on a mobile NVIDIA M2200.
Tested on Windows 10 and 11.
I have tested with both LWJGL 3.3.1 and 3.3.2-SNAPSHOT.

Does anyone have any ideas on troubleshooting this?
I have been looking at everything in RenderDoc, but so far there are no errors or warnings, and there are no validation errors using VK_LAYER_KHRONOS_validation.

Any help is greatly appreciated.
Thank you,
Trevor
3
Hi, I am looking for volunteers to test my game engine. My engine currently does not use audio!
Because I am using Linux I want to know if it runs on Windows and Mac.
I really appreciate the feedback. Does it run? Does it crash? Any graphical bugs?





I have uploaded the files on EasyUpload.io. (~180mb)
https://easyupload.io/1jemwd

My engine currently requires:
Java version: JavaSE-9
LWJGL version: 3.3.1
OpenGL version: 3.2

On my system it runs perfectly smoothly without any glitches.
CPU: i7-4820k
Ram: 16gb
GPU: Geforce GTX 960 2gb
OS: Linux Manjaro

Please note that when executing the jar file, and the jTitan game engine window pops up, it can take a while for the scenery to load. On my system about ten minutes. Give it some time.
The assets folder must be in the same folder as jTitan.jar. I am still working on a java swing dialogue so an user can select the folder and adjust graphical settings, but given that glfw and swing don't work well together, I haven't found a solution yet.
All files in the assets folder are available to the public on the internet and can be found by google and turbosquid (obj models). My shader files are based on internet tutorials and you are free to use them, but I still have a lot to learn, so consider them work in progress.

For linux i use this command to start the jar:
java -jar jTitan.jar

Controls:
WASD - move the pointer/player
Space - Jump
Escape - Quit
4
OpenGL / Re: Isometric tile rendering
« Last post by CodeWizz on June 12, 2022, 09:41:03 »
5
OpenGL / Isometric tile rendering
« Last post by CodeWizz on June 12, 2022, 09:34:48 »
Hey everyone :)
I have been learning LWJGL & OpenGL. I'm trying to make an isometric game (See screenshots) But I can't get the rendering to work. I need my tiles to render from top to bottom and not from bottom to top so that the textures overlap. The tutorial series I was following said that they are rendered in the same order that they are added to the game, but this doesn't seem to be true. Can anyone help me get this rendering right?

(Screenshot as I want it: https://imgur.com/a/ZovUXYg This is from my old but slow engine)
(Screenshot as it is: https://imgur.com/a/OInJ4J0)

If you need any classes/code snippets, please ask!
Window setup:
Code: [Select]
GLFWErrorCallback.createPrint(System.err).set();

// INIT GLFW
if(!glfwInit()) {
throw new IllegalStateException("Uh oh no GLFW init oops");
}

// CONFIGURE GLFW
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);

// CREATE WINDOW
glfwWindow = glfwCreateWindow(this.width, this.height, this.title, NULL, NULL);
if(glfwWindow == NULL) {
throw new IllegalStateException("WAVING THRU NO WINDOW");
}

glfwSetCursorPosCallback(glfwWindow, MouseListener::mousePosCallback);
glfwSetMouseButtonCallback(glfwWindow, MouseListener::mouseButtonCallback);
glfwSetScrollCallback(glfwWindow, MouseListener::mouseScrollCallback);
glfwSetKeyCallback(glfwWindow, KeyListener::keyCallback);

// MAKE OPENGL
glfwMakeContextCurrent(glfwWindow);
// ENABLE MAGIC V-SYNC
glfwSwapInterval(1);

// MAKE THE WINDOW VISIBLE
glfwShowWindow(glfwWindow);

// important?
GL.createCapabilities();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
6
Lightweight Java Gaming Library / glx problems with linux drivers
« Last post by NotEvil on June 01, 2022, 17:17:00 »
Hi, I would like to learn lwjgl, but can not even start to code something because of the errors
maybe someone here could help me

Code: [Select]
[LWJGL] GLFW_API_UNAVAILABLE error
Description : GLX: No GLXFBConfigs returned
Stacktrace  :
org.lwjgl.glfw.GLFW.nglfwCreateWindow(GLFW.java:2024)
org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:2197)
HelloWorld.init(HelloWorld.java:49)
HelloWorld.run(HelloWorld.java:22)
HelloWorld.main(HelloWorld.java:114)
[LWJGL] GLFW_FORMAT_UNAVAILABLE error
Description : GLX: Failed to find a suitable GLXFBConfig
Stacktrace  :
org.lwjgl.glfw.GLFW.nglfwCreateWindow(GLFW.java:2024)
org.lwjgl.glfw.GLFW.glfwCreateWindow(GLFW.java:2197)
HelloWorld.init(HelloWorld.java:49)
HelloWorld.run(HelloWorld.java:22)
HelloWorld.main(HelloWorld.java:114)
Exception in thread "main" java.lang.RuntimeException: Failed to create the GLFW window
at HelloWorld.init(HelloWorld.java:51)
at HelloWorld.run(HelloWorld.java:22)
at HelloWorld.main(HelloWorld.java:114)

Process finished with exit code 1

from debugging I can only get that:
Code: [Select]
{Integer@1165} 65537 -> "GLFW_NOT_INITIALIZED"
{Integer@1167} 65539 -> "GLFW_INVALID_ENUM"
{Integer@1169} 65538 -> "GLFW_NO_CURRENT_CONTEXT"
{Integer@1171} 65541 -> "GLFW_OUT_OF_MEMORY"
{Integer@1173} 65540 -> "GLFW_INVALID_VALUE"
{Integer@1175} 65543 -> "GLFW_VERSION_UNAVAILABLE"
{Integer@1177} 65542 -> "GLFW_API_UNAVAILABLE"
{Integer@1179} 65545 -> "GLFW_FORMAT_UNAVAILABLE"
{Integer@1181} 65544 -> "GLFW_PLATFORM_ERROR"
{Integer@1183} 65547 -> "GLFW_CURSOR_UNAVAILABLE"
{Integer@1185} 65546 -> "GLFW_NO_WINDOW_CONTEXT"
{Integer@1187} 65549 -> "GLFW_FEATURE_UNIMPLEMENTED"
{Integer@1189} 65548 -> "GLFW_FEATURE_UNAVAILABLE"
{Integer@1191} 65550 -> "GLFW_PLATFORM_UNAVAILABLE"

my system: Linux Mint, nvidia 2060, 510 drivers, IntelliJ, example from the lwjgl page
tested also lwjglbook from git

I can start the hello world IF I uninstall the Nvidia dirvers
-mesa works
-Nuveau drivers works

but both have really bad performance and crashes other applications, so I would like to keep Nvidia blobb drivers if possible

:~$ sudo glxinfo | grep "GLX version"

GLX version: 1.4

libglfw3 is already the newest version (3.3.2-1).


glxgears works
3d stuff like my 2-3 steam games works also

I asked already 1 week ago on stackoverflow-> no answers, but an -2 rating for asking questions in the toxic community
I asked 2 days ago on Nvidia forum-> no answers

edit2:

maybe solved
root cause was (partly)broken IntelliJ installation from flatpak  :o

actually I can keep the faster drivers and hello world is working :)
7
https://kerbymethodconsulting.com/تحويل-يورو-الى-دينار-عراقي-15257/
https://enjazalkhaleej.com/تحويل-من-الاردني-للدولار/
https://advocatesnairobi.com/ترتيب-العملات-في-العالم-2022/
https://advocatesnairobi.com/افضل-سهم-للمضاربة-في-السوق-السعودي/
https://myfemalefunda.com/اعراض-الجرعة-الثانية-من-فايزر/
8
https://enjazalkhaleej.com/كيفية-تحلية-مياه-البحر/
https://advocatesnairobi.com/أنبوب-الغاز-الجزائري-عبر-المغرب/
https://sanakanwalfashion.com/اختبارات-في-هندسة-التكوين/
https://enjazalkhaleej.com/حجم-التداول/
https://myfemalefunda.com/سعر-الذهب-في-المغرب-اليوم/
9
https://enjazalkhaleej.com/أسباب-الفيضانات-في-آسيا-واثارها/
https://kerbymethodconsulting.com/عملة-السنغال-مقابل-الدرهم-المغربي-36458/
https://advocatesnairobi.com/توقعات-سعر-سهم-سابك-اليوم/
https://advocatesnairobi.com/مدة-ظهور-اعراض-كورونا-دلتا/
https://enjazalkhaleej.com/الدينار-الاردني-مقابل-الليرة-السورية/
10
https://kerbymethodconsulting.com/att-ماهو-68257/
https://enjazalkhaleej.com/الصناعات-التحويلية-فى-مصر/
https://enjazalkhaleej.com/من-دولار-الى-ليرة-تركية/
https://sanakanwalfashion.com/100-دولار-كم-ليره/
https://myfemalefunda.com/سعر-صرف-اليورو-مقابل-الدولار-اليوم/
Pages: [1] 2 3 ... 10