ARM version

Oct 27, 2012 at 5:51 AM

I tried to compile the project on ARM platform but failed. Does this project support

ARM now? If not, will it support ARM later?

Coordinator
Dec 8, 2012 at 2:56 AM
Mullen wrote:

I tried to compile the project on ARM platform but failed. Does this project support

ARM now? If not, will it support ARM later?


Hi Mullen,

We have just uploaded a version of the Austin project that works for ARM devices. Please, let us know if you see issues building or deploying it. I think it needs some profiling/optimization - but it should work nonetheless.

thanks,

George Mileka

Coordinator
Dec 8, 2012 at 3:03 AM

I forgot to mention that the modified project can be downloaded if you go to Source Code -> Patches.

Dec 9, 2012 at 9:38 AM

Thank you for the ARM version. I can compile and deploy it on surface. However, it's very unstable, crashes very often. I'm not sure what's the reason. Maybe I will provide more details later.

Coordinator
Dec 10, 2012 at 6:30 PM

Hi mullen,

Any chances you could share where it breaks when run under the debugger?

thanks,

George Mileka

Dec 11, 2012 at 3:29 AM

I think it's related to DirectX, maybe some parts still try to use DX11, which is not supported on ARM
My test: (on surface rt)

At the very beginning, charm bar, options, general, show input icon, switch it so I can draw by finger
Then, draw something, try to bring the appbar, but freezed (I didn't identify where)

Restart the app.
Bring the appbar, swith to eraser, try to erase, break here

  austin.exe!baja::bajaThrow<baja::win32_error>(const baja::win32_error & e, const char * file, unsigned int line, const char * etype) Line 138 C++
  austin.exe!baja::win32_result::setHr(HRESULT hr, const bool noThrow) Line 129 C++
  austin.exe!baja::win32_result::win32_result(const HRESULT hr) Line 68 C++
  austin.exe!baja::graphics::dx11_1::details::createTexture2DObject(ID3D11Device * d3d11Device, const unsigned int width, const unsigned int height, const unsigned int mipLevels, const baja::graphics::pixel_format format, const unsigned int msaaCount, const unsigned int msaaQualityLevel, const D3D11_USAGE usage, const unsigned int binding, const unsigned int cpuAccess, const unsigned int miscFlags) Line 802 C++
> austin.exe!baja::graphics::dx11_1::engine::createTexture(const unsigned int width, const unsigned int height, const unsigned int mipLevels, const unsigned int usage, const baja::graphics::pixel_format format, const baja::graphics::memory_pool pool, const unsigned int msaaCount, const unsigned int msaaQuality) Line 263 C++
  ink_renderer.dll!5ea01776() Unknown
  ink_renderer.dll!5ea02032() Unknown
  austin.exe!journal::view::ink_surface::renderToIdsCache() Line 84 C++
  austin.exe!journal::view::ink_surface::selectTool(journal::view::ink_surface_tool tool) Line 148 C++
  austin.exe!journal::view::page::onSelectInkTool(journal::view::ink_surface_tool tool) Line 1781 C++
  austin.exe!journal::view::notebook::onCommand(const journal::view::command_id id, void * context) Line 3315 C++
  austin.exe!journal::root::onCommand(const journal::view::command_id id, void * context) Line 465 C++
  austin.exe!journal::journal_app::onCommand(const journal::view::command_id id, void * context) Line 786 C++
  austin.exe!journal::page::clickEraser() Line 586 C++
  austin.exe!`Windows::UI::Xaml::RoutedEventHandler::RoutedEventHandler<journal::page,void (__cdecl journal::page::*)(Platform::Object ^,Windows::UI::Xaml::RoutedEventArgs ^)>'::`3'::__abi_PointerToMemberWeakRefCapture::Invoke(Platform::Object ^ __param0, Windows::UI::Xaml::RoutedEventArgs ^ __param1) C++
  austin.exe!Windows::UI::Xaml::RoutedEventHandler::Invoke(Platform::Object ^ __param0, Windows::UI::Xaml::RoutedEventArgs ^ __param1) C++
  austin.exe!Windows::UI::Xaml::RoutedEventHandler::[Windows::UI::Xaml::RoutedEventHandler::__abi_IDelegate]::__abi_Windows_UI_Xaml_RoutedEventHandler___abi_IDelegate____abi_Invoke(Platform::Object ^ __param0, Windows::UI::Xaml::RoutedEventArgs ^ __param1) C++
  Windows.UI.Xaml.dll!5ee8c2b6() Unknown
  Windows.UI.Xaml.dll!5ef8918c() Unknown
  Windows.UI.Xaml.dll!5f039456() Unknown
  Windows.UI.Xaml.dll!5ef87ff6() Unknown
  Windows.UI.Xaml.dll!5ef88840() Unknown
  Windows.UI.Xaml.dll!5ed858ca() Unknown
  Windows.UI.Xaml.dll!5ef896a8() Unknown
  Windows.UI.Xaml.dll!5ee92a5e() Unknown
  Windows.UI.Xaml.dll!5ee92c68() Unknown
  Windows.UI.Xaml.dll!5ec7c89a() Unknown
  Windows.UI.Xaml.dll!5ec7c7fa() Unknown
  Windows.UI.Xaml.dll!5ec93566() Unknown
  Windows.UI.Xaml.dll!5ec930b4() Unknown
  Windows.UI.Xaml.dll!5ec92fb2() Unknown
  Windows.UI.Xaml.dll!5ecd9166() Unknown
  user32.dll!75cf304c() Unknown
  user32.dll!75d1d3ce() Unknown
  user32.dll!75cfcaf8() Unknown
  ntdll.dll!77a7f376() Unknown
  user32.dll!75d038b6() Unknown

As I tried in release mode, copy/paste, or change background, may also crash the app.

Coordinator
Dec 11, 2012 at 6:44 PM

Hi mullen,

Yes, the issues I've fixed were all related to downgrading from DirectX 11 to 9.1. The texture loading errors were usually fixed by making sure the mipmap level is 1.

thanks,

George Mileka