[Ohrrpgce] GAME compiles on the RPi, but needs serious debugging.

Ralph Versteegen teeemcee at gmail.com
Tue Jun 25 01:49:54 PDT 2013


Hurrah!

Are you going to try modifying fbrt0.c? Does audio and everything seem to work?

Come to think of it, fbgfx should compile for Raspberry Pi and gfx_fb
should work, since it's just GNU/Linux with X11. Not that we would
want to use gfx_fb, but I'd be interested in testing fbgfx. I guess I
could try compiling it myself. Oh, wait, I think it does contain a
bunch of x86 for accelerated blitting, but I've no idea whether that's
optional. So don't bother mucking around with that for now.

On 25 June 2013 13:51, Seth Hetu <seth.hetu at gmail.com> wrote:
> And here's a binary:
> https://docs.google.com/file/d/0B1P7NepPcOslTW84MEhxRUpCbk0/edit
>
> If you apt-get all of the dependencies (on the Pi, of course), this
> will work as-is.
>
> -->Seth
>
> On Mon, Jun 24, 2013 at 9:47 PM, Seth Hetu <seth.hetu at gmail.com> wrote:
>> MAGIC!
>>
>> (I used -lfb instead of -lfbmt).
>>
>> -->Seth
>>
>> On Mon, Jun 24, 2013 at 8:33 PM, Seth Hetu <seth.hetu at gmail.com> wrote:
>>> Ah, thanks for the futex advice; that looks like it might be the
>>> culprit. More details to follow!
>>>
>>> -->Seth
>>>
>>> On Mon, Jun 24, 2013 at 8:27 PM, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>>> On 25 June 2013 09:57, Seth Hetu <seth.hetu at gmail.com> wrote:
>>>>> Hey all,
>>>>>
>>>>>    I got GAME to cross-compile for the Raspberry Pi, and cataloged my
>>>>> approach here:
>>>>>    http://rpg.hamsterrepublic.com/ohrrpgce/Talk:Compiling_for_Android#First_Successful_Build_with_RPi
>>>>>
>>>>>    Unfortunately, after loading a few libraries and making a few
>>>>> function calls it just hangs forever. Strace and ltrace here:
>>>>>     http://pastebin.com/bp8nND16
>>>>>     http://pastebin.com/N1GjRt0E
>>>>>
>>>>>     I will now be going through these traces and trying to debug this,
>>>>> but I thought a few more pairs of eyes wouldn't hurt. Also, if
>>>>> anything in my build steps looks suspicious, please let me know.
>>>>> Finally, if any of you encountered a similar "stalling" bug while
>>>>> porting to Android, do provide some insight.
>>>>>
>>>>>     Let's hope we're only a short debug away from a working copy of
>>>>> GAME on the RPi!
>>>>
>>>> Yes, in fact this freeze is probably the same as what I experienced on
>>>> Android (though I looked at a backtrace, not an strace, so I don't
>>>> know if it's identical). The problem was that a futex lock froze
>>>> because the futex was never properly initialised by rtlib, because
>>>> rtlib's initialisation routine wasn't run. Have a look in
>>>> fbc/src/rtlib/static/fbrt0.c. The defined(HOST_ANDROID) ||
>>>> defined(HOST_DARWIN) constructor declaration is the portable version,
>>>> and should be used on all ARM too. I have no idea why the FB devs
>>>> opted to use a nonportable __attribute__((section)) method.
>>>>
>>>> Another way to diagnose this to try replacing -lfbmt in CXXLINKFLAGS
>>>> with -lfb. This will link with the non-multithreading build of rtlib,
>>>> which doesn't use futexs. In fact, we only use a thread when using
>>>> gfx_fb or gfx_alleg backends, so this should be safe to use (but
>>>> obviously should be fixed anyway).
>>>>
>>>>> -->Seth
>>>>> PS: For those of you wondering, a chroot (or kvm) install won't work
>>>>> solely because fbc can't be compiled as a native ARM app (to my
>>>>> knowledge). So cross-compiling seems the only way to go.
>>>>
>>>> To compile fbc as an ARM app you need to use -gen gcc (the C emitter).
>>>> I haven't tried this myself. Last I heard (a couple months ago), this
>>>> either didn't work or didn't produce a working fbc. At least back then
>>>> there were still lots of bugs in FB's C emitter (I simply worked
>>>> around them).
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