AlloSphere-Research-Group / AlloSystem

AlloSystem is a cross-platform suite of C++ components for building interactive multimedia tools and applications.
http://mat.ucsb.edu/allosphere/software.php
BSD 3-Clause "New" or "Revised" License
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Fresh clone of AlloSystem *segfaults clang* #76

Open kybr opened 6 years ago

kybr commented 6 years ago

here's a gist

https://gist.github.com/52acbe5004f7233500195f4f4df8a30f

here's a "verbose" gist:

https://gist.github.com/82fc04f6b1c7d756cb3ac0f9ba9f98ce

here's the machine info:

$ c++ --version Apple LLVM version 6.0 (clang-600.0.54) (based on LLVM 3.5svn) Target: x86_64-apple-darwin13.4.0 Thread model: posix

$ uname -a Darwin audio.10g 13.4.0 Darwin Kernel Version 13.4.0: Sun Aug 17 19:50:11 PDT 2014; root:xnu-2422.115.4~1/RELEASE_X86_64 x86_64

$ sw_vers -productVersion 10.9.5

kybr commented 6 years ago

84055fdacf3dc02ba90f69ee458780c426460d60 is the first bad commit (according to git bisect)

konhyong commented 6 years ago

oh wow i was actually wondering why lighting was suddenly broken in omniapp and started looking into this. good find.

just as a PSA any non-zero lighting amount in omniapp/graphicsrenderer will not work currently.

On Fri, Mar 16, 2018 at 9:04 AM, karl yerkes notifications@github.com wrote:

84055fd https://github.com/AlloSphere-Research-Group/AlloSystem/commit/84055fdacf3dc02ba90f69ee458780c426460d60 is the first bad commit (according to git bisect)

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kybr commented 6 years ago

Can you explain more what you at talking about? How is this crash in the compiler related to omniapp and lighting?

LancePutnam commented 6 years ago

From what I can tell, this machine is rather old: OS X Mavericks (released 2014) and Apple LLVM 6.0. Everything works for me on El Capitan w/ Apple LLVM 8.0.0. Maybe try on a more current version of OS X? Another thought, try moving ShaderData out of Graphics. It's somewhat unusual to have a nested template class, so could be exposing a bug.

LancePutnam commented 6 years ago

Re. lighting not working: From a quick look at OmniApp, it looks like the shader assumes the light ID is 0. If you are using the Light class, this needs to match its ID. I will add a public accessor for this so it can be passed into shaders.

LancePutnam commented 6 years ago

Commit 4b7e4f9516ad66dd3b3b36ccc101315efe7d1700 adds the light ID accessor.

konhyong commented 6 years ago

Thanks Lance, works fine now it seems.

and Karl: sorry for not explaining enough.

Lighting had broken down in some of the programs, so I was backtracking commits one by one.

ultimately the point code broke down was that commit you found.

I assumed that the compilation issues were tied, since I was getting some shader compilation errors and the commit was tackling some fixed pipeline elements.

sounds like the original cause might be different though.

On Mon, Mar 19, 2018 at 11:17 AM, Lance Putnam notifications@github.com wrote:

Commit 4b7e4f9 https://github.com/AlloSphere-Research-Group/AlloSystem/commit/4b7e4f9516ad66dd3b3b36ccc101315efe7d1700 adds the light ID accessor.

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