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hi, please help <Android MID run Esenthel error>
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lovee Offline
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Post: #1
hi, please help <Android MID run Esenthel error>
i used esenthel default android project created, so.....

Eclipse logCat:

   

Quadrant Standard System information

System
SDK version: 2.3.1
ID: GINGERBREAD
OS name: Linux
OS version: 2.6.32.27
Dalvik VM version: 1.4.0

Device
Model: N12
Product: rk29sdk
Board: rk29sdk
Brand: rockchip
Fingerprint: rockchip/rk29sdk/rk29sdk: 2.3.1/GINERBREAD/eng.wzl.20120514.155413:eng/test-keys

CPU
Name: ARMv7 Processor rev 2 (v7l)
Current freq: 1080 MHz
Max freq: 1080MHz
Min freq: 408MHz
Cores: 1
Architecture: 7
BogoMIPS: 911.50
Hardware: RK29board
Revision: 2
Serial #: 0000000000000000

Memory
Total: 365036 kB
Free: 64860 kB
Inactive: 124148 kB

/********************************************************************************​******/

Display
Resolution: 480x800
DPI: 132X140
Refresh rate: 0.05 Hz

GPU(OpenGL)
Vendor: Vivante Corporation
Renderer: GC800 Graphics Engine
Version: OpenGL ES 2.0

Max texture units: 4
Max texture size: 8192
Max lights: 8

VBO: supported
Frame buffers: supported
Cube maps: supported
Texture combiners: supported
DOT3 combiner: supported
Crossbar combiner: unsupported
Shader language version: OpenGL ES GLSL ES 1.00

Extensions:
GL_OES_mapbuffer
GL_OES_query_matrix
GL_OES_matrix_get
GL_OES_draw_texture
GL_OES_matrix_palette
GL_ARB_vertex_buffer_object
GL_VIV_direct_texture
ARB_multitexture
GL_EXT_texture_compression_dxt1
GL_EXT_texture_format_BGRA8888
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_EGL_image
GL_OES_vertex_half_float
GL_OES_framebuffer_object
GL_ARB_texture_non_power_of_two
GL_ANDROID_direct_texture

GLES2 Extensions:
GL_OES_depth24
GL_OES_stencil1
GL_OES_stencil4
GL_OES_fragment_precision_high
GL_OES_compressed_ETC1_RGB8_texture
GL_OES_compressed_paletted_texture
GL_OES_vertex_half_float
GL_OES_depth_texture
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_compression_s3tc
GL_OES_EGL_image
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_VIV_shader_binary
GL_OES_texture_npot
GL_EXT_texture_compression_dxt1

Pixel formats(9):
rgba: 5650 z: 16 stencil: 0
rgba: 5650 z: 24 stencil: 0
rgba: 5650 z: 24 stencil: 8
rgba: 8880 z: 16 stencil: 0
rgba: 8880 z: 24 stencil: 0
rgba: 8880 z: 24 stencil: 8
rgba: 8888 z: 16 stencil: 0
rgba: 8888 z: 24 stencil: 0
rgba: 8888 z: 24 stencil: 8
(This post was last modified: 06-18-2012 04:30 PM by lovee.)
06-18-2012 04:26 PM
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Esenthel Offline
Administrator

Post: #2
RE: hi, please help <Android MID run Esenthel error>
Thank you for reporting the issue.

Next SDK will try to create some alternate render targets on fail, and if what will fail too, then this time it will display more information about what went wrong.

Once next SDK will be available, please let me know if that helped.
06-18-2012 05:59 PM
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lovee Offline
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Post: #3
RE: hi, please help <Android MID run Esenthel error>
hi, esenthel the last version test
Eclipse LogCat
Error linking vertex+pixel shader in technique "Draw3DTex" of shader
06-24-2012 02:41 PM
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Esenthel Offline
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Post: #4
RE: hi, please help <Android MID run Esenthel error>
Hello,

Did the log generate any more information about the error?
Any comments on which part failed?
06-24-2012 03:09 PM
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lovee Offline
Member

Post: #5
RE: hi, please help <Android MID run Esenthel error>
hi,esenthel Eclipse logcat

   


use esenthel code editor

esenthel sdk pc build8
esenthel android build8

Android Device Log
//********************************************************************************​********************************************************************************​******************************************
Time:(19:39:57), App(testcompa): win title: Starting com.test_company.project ;support: true ;targetVersion: 11
Time:(19:39:57), App(AndroidRuntime): Shutting down VM
Time:(19:39:57), App(AndroidRuntime): NOTE: attach of thread 'Binder Thread #3' failed
Time:(19:39:57), App(jdwp): Got wake-up signal, bailing out of select
Time:(19:39:57), App(dalvikvm): Debugger has detached; object registry had 1 entries
Time:(19:39:57), App(ActivityManager): Start proc com.test_company.project for activity com.test_company.project/android.app.NativeActivity: pid=732 uid=10069 gids={1015, 3003}
Time:(19:39:57), App(ActivityManager): No longer want com.arron.taskManager (pid 395): hidden #16
Time:(19:39:58), App(testcompa): win title: PopupWindow:405cd380 ;support: true ;targetVersion: 9
Time:(19:39:59), App(testcompa): win title: com.test_company.project/android.app.NativeActivity ;support: true ;targetVersion: 11
Time:(19:39:59), App(szipinf): Initializing inflate state
Time:(19:39:59), App(ActivityManager): Displayed com.test_company.project/android.app.NativeActivity: +1s976ms
Time:(19:39:59), App(szipinf): Initializing inflate state
Time:(19:39:59), App(libOpenSLES): class OutputMix interface 0 requested but unavailable MPH=28
Time:(19:39:59), App(libEGL): loaded /system/lib/egl/libEGL_VIVANTE.so
Time:(19:39:59), App(libEGL): loaded /system/lib/egl/libGLESv1_CM_VIVANTE.so
Time:(19:39:59), App(libEGL): loaded /system/lib/egl/libGLESv2_VIVANTE.so
Time:(19:40:00), App(ActivityThread): Pub cn.goapk.market.download.provider.DownloadProvider: cn.goapk.market.download.provider.DownloadProvider
Time:(19:40:02), App(Esenthel): Error linking vertex+pixel shader in technique "Draw3DTex" of shader ""
Time:(19:40:02), App(Esenthel):
Time:(19:40:02), App(ActivityManager): Process com.test_company.project (pid 732) has died.
//********************************************************************************​********************************************************************************​****************************************


Attached File(s) Image(s)
   
(This post was last modified: 06-29-2012 04:36 PM by lovee.)
06-25-2012 12:57 PM
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Esenthel Offline
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Post: #6
RE: hi, please help <Android MID run Esenthel error>
Hello,

Thank you for the information, your Device has problem with loading following shader:

vertex shader
Code:
#ifndef GL_ES
#define GL_ES
#endif
//GLSL
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#define COLOR 0
#define alpha_test 0
#ifdef GL_ES
#define HP highp
#define MP mediump
#define LP lowp
#else
#define HP
#define MP
#define LP
#endif
#define PAR uniform
#define VAR varying
#define EPS 0.0001
#define EPSL 0.01
#define PI 3.14159265
#define PI2 6.28318531
#define SBUMP_ZERO 0
#define SBUMP_FLAT 1
#define SBUMP_NORMAL 2
#define FX_NONE 0
#define FX_GRASS 1
#define FX_LEAF 2
#define FX_LEAFS 3
#define FX_BONE 4
#define Sat(x) clamp(x,0.0,1.0)
MP float Sum(MP vec2 v){return v.x+v.y;}
MP float Sum(MP vec3 v){return v.x+v.y+v.z;}
MP float Sum(MP vec4 v){return v.x+v.y+v.z+v.w;}
MP float Sqr(MP float x){return x*x;}
MP vec2 Sqr(MP vec2 x){return x*x;}
MP float Cube(MP float x){return x*x*x;}
MP float Length2(MP vec2 v){return dot(v,v);}
MP float Length2(MP vec3 v){return dot(v,v);}
MP float Length2(MP vec4 v){return dot(v,v);}
MP vec2 Rotate(MP vec2 vec,MP vec2 cos_sin)
{
return vec2(vec.x*cos_sin.x-vec.y*cos_sin.y,
vec.x*cos_sin.y+vec.y*cos_sin.x);
}
MP float LerpR(MP float from,MP float to,MP float v){return(v-from)/(to-from);}
MP float LerpRS(MP float from,MP float to,MP float v){return Sat((v-from)/(to-from));}
VAR HP vec2 IO_tex;
#if COLOR!=0
VAR LP vec4 IO_col;
#endif
PAR HP float VtxHeightmap;
PAR MP float VtxSkinning;
#define ATTR attribute
ATTR HP vec4 ATTR0;
ATTR MP vec3 ATTR1;
ATTR MP vec3 ATTR2;
ATTR MP vec4 ATTR3;
ATTR HP vec2 ATTR4;
ATTR HP vec2 ATTR5;
ATTR HP vec2 ATTR6;
ATTR MP float ATTR7;
ATTR MP vec2 ATTR8;
ATTR HP float ATTR9;
ATTR LP vec4 ATTR10;
ATTR LP vec4 ATTR11;
MP vec3 vtx_nrm(){return ATTR2;}
MP vec3 vtx_tan(){return ATTR3.xyz;}
HP vec4 vtx_pos4(){return ATTR0;}
HP vec3 vtx_pos(){return ATTR0.xyz;}
MP vec3 vtx_hlp(){return ATTR1;}
HP vec2 vtx_tex(const bool can_be_heightmap){return(can_be_heightmap&&bool(VtxHeightmap))?ATTR0.xz*vec2(VtxHeightmap,-VtxHeightmap):ATTR4;}
HP vec2 vtx_tex1(){return ATTR5;}
HP vec2 vtx_tex2(){return ATTR6;}
MP ivec2 vtx_bone(){return bool(VtxSkinning)?ivec2(ATTR8):ivec2(0,0);}
HP float vtx_weight(){return ATTR9;}
LP vec4 vtx_color(){return ATTR11;}
LP vec4 vtx_material(){return ATTR10;}
MP float vtx_size(){return ATTR7;}
struct Matrix3
{
HP vec3 v[3];
};
struct Matrix
{
HP vec4 v[3];
};
struct Matrix4
{
HP vec4 v[4];
};
MP vec3 MatrixX(Matrix m){return vec3(m.v[0].x,m.v[1].x,m.v[2].x);}
MP vec3 MatrixY(Matrix m){return vec3(m.v[0].y,m.v[1].y,m.v[2].y);}
MP vec3 MatrixZ(Matrix m){return vec3(m.v[0].z,m.v[1].z,m.v[2].z);}
HP vec3 MatrixPos(Matrix m){return vec3(m.v[0].w,m.v[1].w,m.v[2].w);}
MP vec3 Transform(MP vec3 v,Matrix3 m)
{
MP vec3 m0=m.v[0],m1=m.v[1],m2=m.v[2];
return vec3(dot(v,m0),
dot(v,m1),
dot(v,m2));
}
MP vec3 Transform3(MP vec3 v,Matrix m)
{
MP vec3 m0=m.v[0].xyz,m1=m.v[1].xyz,m2=m.v[2].xyz;
return vec3(dot(v,m0),
dot(v,m1),
dot(v,m2));
}
HP vec3 Transform(HP vec3 v,Matrix m)
{
return vec3(dot(v,m.v[0].xyz)+m.v[0].w,
dot(v,m.v[1].xyz)+m.v[1].w,
dot(v,m.v[2].xyz)+m.v[2].w);
}
HP vec4 Transform(HP vec3 v,Matrix4 m)
{
return vec4(dot(v,m.v[0].xyz)+m.v[0].w,
dot(v,m.v[1].xyz)+m.v[1].w,
dot(v,m.v[2].xyz)+m.v[2].w,
dot(v,m.v[3].xyz)+m.v[3].w);
}
#define MAX_MATRIX 60
PAR MP float GrassRangeSqr;
PAR MP float BehindBias;
PAR MP vec2 SkyFracMulAdd;
PAR MP vec2 VertexFogMulAdd;
PAR LP vec3 VertexFogColor;
PAR LP vec4 FogColor_Density;
PAR Matrix MatrixCam;
PAR HP vec4 MatrixOC[MAX_MATRIX*3];
PAR HP vec4 MatrixProj[2];
MP vec3 MatrixOC0Y(){return vec3(MatrixOC[0].y,MatrixOC[1].y,MatrixOC[2].y);}
HP vec3 MatrixOC0Pos(){return vec3(MatrixOC[0].w,MatrixOC[1].w,MatrixOC[2].w);}
LP vec3 FogColor(){return FogColor_Density.rgb;}
MP float FogDensity(){return FogColor_Density.a;}
#if 0
HP vec3 TransformPos(HP vec3 v){return Transform(v,MatrixOC0);}
MP vec3 TransformDir(MP vec3 v){return Transform3(v,MatrixOC0);}
HP vec3 TransformPos(HP vec3 v,MP ivec2 bone,HP float weight){return mix(Transform(v,MatrixOC[bone.y]),Transform(v,MatrixOC[bone.x]),weight);}
MP vec3 TransformDir(MP vec3 v,MP ivec2 bone,MP float weight){return mix(Transform3(v,MatrixOC[bone.y]),Transform3(v,MatrixOC[bone.x]),weight);}
#else
HP vec3 TransformPos(HP vec3 v,MP int i)
{
return vec3(dot(v,MatrixOC[i].xyz)+MatrixOC[i].w,
dot(v,MatrixOC[i+1].xyz)+MatrixOC[i+1].w,
dot(v,MatrixOC[i+2].xyz)+MatrixOC[i+2].w);
}
MP vec3 TransformDir(MP vec3 v,MP int i)
{
MP vec3 m0=MatrixOC[i].xyz,m1=MatrixOC[i+1].xyz,m2=MatrixOC[i+2].xyz;
return vec3(dot(v,m0),
dot(v,m1),
dot(v,m2));
}
HP vec3 TransformPos(HP vec3 v){return TransformPos(v,0);}
MP vec3 TransformDir(MP vec3 v){return TransformDir(v,0);}
HP vec3 TransformPos(HP vec3 v,MP ivec2 bone,HP float weight){return mix(TransformPos(v,bone.y*3),TransformPos(v,bone.x*3),weight);}
MP vec3 TransformDir(MP vec3 v,MP ivec2 bone,MP float weight){return mix(TransformDir(v,bone.y*3),TransformDir(v,bone.x*3),weight);}
#endif
HP vec4 Project(HP vec3 v){return v.xyzz*MatrixProj[0]+MatrixProj[1];}
HP vec3 MatrixObjWorldPos(){return Transform(MatrixOC0Pos(),MatrixCam);}
LP float VisibleOpacity(MP float density,MP float range){return pow(1.0-density,range);}
PAR MP vec4 BendTime;
#define GrassBendFreq 1.0
#define GrassBendScale 0.18
#define LeafBendFreq 2.0
#define LeafBendScale 0.13
#define LeafsBendScale (LeafBendScale/2.0)
MP vec2 GetGrassBend(MP vec3 center)
{
MP float offset=Sum(center.xz*(vec2(0.7,0.9)*GrassBendFreq));
return vec2((0.28*GrassBendScale)*sin(offset+BendTime.x)+(0.32*GrassBendScale)*sin(offs​et+BendTime.y),
(0.18*GrassBendScale)*sin(offset+BendTime.z)+(0.24*GrassBendScale)*sin(offset+Be​ndTime.w));
}
MP vec2 GetLeafBend(MP vec3 center)
{
MP float offset=Sum(center.xy*(vec2(0.7,0.8)*LeafBendFreq));
return vec2((0.28*LeafBendScale)*sin(offset+BendTime.x)+(0.32*LeafBendScale)*sin(offset​+BendTime.y),
(0.18*LeafBendScale)*sin(offset+BendTime.z)+(0.24*LeafBendScale)*sin(offset+Bend​Time.w));
}
MP vec2 GetLeafsBend(MP vec3 center)
{
MP float offset=Sum(center.xy*(vec2(0.7,0.8)*LeafBendFreq));
return vec2((0.28*LeafsBendScale)*sin(offset+BendTime.x)+(0.32*LeafsBendScale)*sin(offs​et+BendTime.y),
(0.18*LeafsBendScale)*sin(offset+BendTime.z)+(0.24*LeafsBendScale)*sin(offset+Be​ndTime.w));
}
MP float GrassFadeOut()
{
return LerpRS(Sqr(0.8),1.0,Length2(MatrixOC0Pos())/GrassRangeSqr);
}
MP vec3 BendGrass(MP vec3 local_pos)
{
HP vec3 world_pos=MatrixObjWorldPos();
MP float b=Cube(Sat(local_pos.y));
MP vec2 bend=GetGrassBend(world_pos)*(b*length(MatrixOC0Y()));
MP vec3 mc0=MatrixCam.v[0].xyz,mc1=MatrixCam.v[1].xyz;
return mc0*bend.x
+mc1*bend.y;
}
HP vec3 BendLeaf(MP vec3 center,HP vec3 pos)
{
pos-=center;
MP vec2 bend=GetLeafBend(center);
pos.xy=Rotate(pos.xy,vec2(cos(bend.x),sin(bend.x)));
pos.zy=Rotate(pos.zy,vec2(cos(bend.y),sin(bend.y)));
pos+=center;
return pos;
}
HP vec3 BendLeafs(MP vec3 center,MP float offset,HP vec3 pos)
{
pos-=center;
MP vec2 bend=GetLeafsBend(center+offset);
pos.xy=Rotate(pos.xy,vec2(cos(bend.x),sin(bend.x)));
pos.zy=Rotate(pos.zy,vec2(cos(bend.y),sin(bend.y)));
pos+=center;
return pos;
}
void main()
{
gl_Position=Project(TransformPos(vtx_pos()));
IO_tex=vtx_tex(false);
#if COLOR!=0
IO_col=vtx_color();
#endif
}

pixel shader
Code:
#ifndef GL_ES
#define GL_ES
#endif
//GLSL
#extension GL_ARB_shader_texture_lod:enable
#extension GL_EXT_shader_texture_lod:enable
#ifdef GL_ES
precision lowp float;
precision lowp int;
#define texture2DLod texture2DLodEXT
#endif
#define COLOR 0
#define alpha_test 0
#ifdef GL_ES
#define HP highp
#define MP mediump
#define LP lowp
#else
#define HP
#define MP
#define LP
#endif
#define PAR uniform
#define VAR varying
#define EPS 0.0001
#define EPSL 0.01
#define PI 3.14159265
#define PI2 6.28318531
#define SBUMP_ZERO 0
#define SBUMP_FLAT 1
#define SBUMP_NORMAL 2
#define FX_NONE 0
#define FX_GRASS 1
#define FX_LEAF 2
#define FX_LEAFS 3
#define FX_BONE 4
#define Sat(x) clamp(x,0.0,1.0)
MP float Sum(MP vec2 v){return v.x+v.y;}
MP float Sum(MP vec3 v){return v.x+v.y+v.z;}
MP float Sum(MP vec4 v){return v.x+v.y+v.z+v.w;}
MP float Sqr(MP float x){return x*x;}
MP vec2 Sqr(MP vec2 x){return x*x;}
MP float Cube(MP float x){return x*x*x;}
MP float Length2(MP vec2 v){return dot(v,v);}
MP float Length2(MP vec3 v){return dot(v,v);}
MP float Length2(MP vec4 v){return dot(v,v);}
MP vec2 Rotate(MP vec2 vec,MP vec2 cos_sin)
{
return vec2(vec.x*cos_sin.x-vec.y*cos_sin.y,
vec.x*cos_sin.y+vec.y*cos_sin.x);
}
MP float LerpR(MP float from,MP float to,MP float v){return(v-from)/(to-from);}
MP float LerpRS(MP float from,MP float to,MP float v){return Sat((v-from)/(to-from));}
VAR HP vec2 IO_tex;
#if COLOR!=0
VAR LP vec4 IO_col;
#endif
#define AlphaTest(alpha) if(alpha+MaterialColor().a<1.0)discard
PAR sampler2D Col,Col1,Col2,Col3,
Nrm,Nrm1,Nrm2,Nrm3;
PAR samplerCube Rfl;
PAR MP float AllowBackFlip;
#define BackFlip(dir) {if(!gl_FrontFacing)dir*=AllowBackFlip;}
void main()
{
LP vec4 col=texture2D(Col,IO_tex);
#if alpha_test!=0
if(col.a<0.5)discard;
#endif
#if COLOR!=0
col*=IO_col;
#endif
gl_FragColor=col;
}

The shader works on, Adreno GPU, PowerVR Gpu, Mali GPU, Tegra 2/3 and so on.
But your device fails to compile it.
I don't have your device and I can't perform any tests to solve this problem.
Your device is using http://en.wikipedia.org/wiki/Rockchip CPU with http://en.wikipedia.org/wiki/Vivante_Corporation GPU, which seems to be unpopular chips, and it means that their OpenGL implementation may be not as good, on top of that it doesn't produce any message why the linking failed.

However if you see any problem in the shaders that could cause compilation error on your device, then please let me know and I'll check it. Sorry I can't be of more help.
07-05-2012 02:22 PM
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lovee Offline
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Post: #7
RE: hi, please help <Android MID run Esenthel error>
thank you very much for your help
07-07-2012 03:28 AM
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