Open memmaker opened 1 year ago
Thanks. I'll take a look.
I couldn't reproduce this. Do you use an external retina display?
No, a built-in laptop display. However I also have an external low-dpi display connected via HDMI as a second screen. Maybe that's part of the issue? I also have only experienced this issue once after wake-up (since I don't usually leave my application running) so this was only my best guess. I will do further tests and report back.
Ok, I am sorry. You are right. That's not the trigger. I just tried closing my Macbook and it even disconnecting the second screen. All working fine. It's a mystery then, to me.
It first appeared when I got back to my machine after it went to sleep. That's why I thought it would be that. Obviously I am wrong. If it happens again, I will try to provide a way to reproduce it for real.
I am still experiencing this on v.2.6.0-alpha
Runtime throws: "unexpected signal during runtime execution"
Stack Trace
runtime.throw (panic.go:1040) runtime
runtime.sigpanic (signal_unix.go:821) runtime
?:0
C.glfwGetMonitorContentScale (monitor.c:388)
/tmp/go-build/cgo-gcc-prolog:146
runtime.asmcgocall (asm_amd64.s:848) runtime
/tmp/go-build/cgo-gcc-prolog:139
_cgo_gotypes.go:1036
glfw.(*Monitor).GetContentScale.func1 (monitor.go:118) github.com/go-gl/glfw/v3.3/glfw
glfw.(*Monitor).GetContentScale (monitor.go:118) github.com/go-gl/glfw/v3.3/glfw
glfw.(*Monitor).GetContentScale (glfw_notwindows.go:74) github.com/hajimehoshi/ebiten/v2/internal/glfw
devicescale.impl (impl_desktop.go:41) github.com/hajimehoshi/ebiten/v2/internal/devicescale
devicescale.GetAt (devicescale.go:38) github.com/hajimehoshi/ebiten/v2/internal/devicescale
ui.(*userInterfaceImpl).deviceScaleFactor (ui_glfw.go:658) github.com/hajimehoshi/ebiten/v2/internal/ui
ui.(*userInterfaceImpl).updateInputState (input_glfw.go:64) github.com/hajimehoshi/ebiten/v2/internal/ui
ui.(*userInterfaceImpl).update (ui_glfw.go:1018) github.com/hajimehoshi/ebiten/v2/internal/ui
ui.(*userInterfaceImpl).updateGame.func1 (ui_glfw.go:1069) github.com/hajimehoshi/ebiten/v2/internal/ui
thread.(*NoopThread).Call (thread.go:83) github.com/hajimehoshi/ebiten/v2/internal/thread
ui.(*userInterfaceImpl).updateGame (ui_glfw.go:1068) github.com/hajimehoshi/ebiten/v2/internal/ui
ui.(*userInterfaceImpl).loopGame (ui_glfw.go:1043) github.com/hajimehoshi/ebiten/v2/internal/ui
ui.(*userInterfaceImpl).Run (run_glfw_singlethread.go:39) github.com/hajimehoshi/ebiten/v2/internal/ui
ebiten.RunGameWithOptions (run.go:305) github.com/hajimehoshi/ebiten/v2
main.main (main.go:182) main
runtime.main (proc.go:250) runtime
runtime.goexit (asm_amd64.s:1598) runtime
- Async Stack Trace
<autogenerated>:2
So how can we reproduce this?
Ebitengine Version
2.5.0-alpha.11
Operating System
Go Version (
go version
)go1.19.4 darwin/amd64
What steps will reproduce the problem?
Start the ebitengine main loop on MacBook with Retina Display. Let the Mac go to sleep while the application is running and the awaken the Mac again.
What is the expected result?
No crash.
What happens instead?
A crash, presumably because the devicescalefactor is reported wrong.
Anything else you feel useful to add?
Yes, here is a screenshot of the stacktrace and debug session that opened up in my IDE after resuming work.