2 problems with macosx

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stéphane conversy

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Jul 21, 2016, 11:47:57 AM7/21/16
to swiftshader
Hello,

thanks for releasing SwiftShader.

I was trying to use the EGL library and GLESv2 renderer on MacOSX and encountered two problems:

1. I can't make the provided sample application to work. I double click on the OGLES2HelloAPI.app, something tries to appear on the screen then quits.
2. Coding my own application and my own window, I can successfully display one frame, but when I swap the buffer (eglSwapBuffers) I only have a gray window, then another swap make it work again etc. As if one rendering buffer was not 'connected' somehow to the window view/content.

Does it ring some bell to you?

Best regards,

Stéphane


Alexis Hétu

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Jul 21, 2016, 2:03:47 PM7/21/16
to stéphane conversy, swiftshader
Hi Stéphane!

  Thanks for your interest in SwiftShader! I honestly haven't personally attempted to use SwiftShader on Mac OS yet (I did use it on both Windows and Linux). We're only 2 full time developers and my coworker is on vacation until at least August 1st. You're message is received and I'll make sure to notify him about your inquiry as soon as possible. Sorry I can't be more helpful at the moment.

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stéphane conversy

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Jul 21, 2016, 3:55:51 PM7/21/16
to swiftshader
Thanks.

Btw, the link to this group is broken on https://swiftshader.googlesource.com/SwiftShader

s.

Shannon Woods

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Jul 25, 2016, 6:00:30 PM7/25/16
to stéphane conversy, swiftshader
Hmm, it looks like the mailing list address is getting incorrectly processed by the .md interpreter. I'll file a bug with Gitiles-- thanks for letting us know!

Nicolas Capens

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Aug 2, 2016, 9:20:43 AM8/2/16
to stéphane conversy, swiftshader
Hi Stéphane,

The sample .app can be run directly after libEGL.dylib and libGLESv2.dylib have been "installed", for instance in ~/lib/. It should also run fine without that step when running from within XCode. Also, it can be run from the command line when copying libEGL.dylib and libGLESv2.dylib into OGLES2HelloAPI.app/Contents/MacOS and running the binary itself.

There's probably a way to get the .app to run without having to manually install the libraries, perhaps by specifying the relative path to the dylibs, but I haven't figured out yet how to do that with CMake.

I'm not sure why your own app only displays odd frames. SwiftShader runs all of the PowerVR samples as well as the Android Emulator on OSX without a hitch, so I'm going to assume it's an issue on your end. Are you setting up the EGLSurface in a similar way as in OGLES2HelloAPI_OSX.mm?

Cheers,
Nicolas

Nicolas Capens

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Aug 2, 2016, 9:24:19 AM8/2/16
to Shannon Woods, stéphane conversy, swiftshader
I worked around it by using an explicit link address. Thanks for filing the gitiles bug.

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