glshim


I'll try to debug this on my side when I have the time. Fortunately, the crash happens at the very end, so 3D games can still be played.

Quick update:

- setting a breakpoint to XCloseDisplay reveals that it's called twice with two different pointers, and crashes the second time.

- running with LIBGL_STACKTRACE=1 shows the following:
Stacktrace: 2
/usr/lib/libGL.so.1(+0x54500)[0xb6e1a500]
/lib/arm-linux-gnueabihf/libc.so.6(+0x26ae0)[0xb6c88ae0]​

Do you have any advice on how to find this place +0x54500 in the source code? I've tried to do break *0xXXXXXXXX+0x54500 in gdb (XXXXXXXX being the start address of libGL as reported by info sharedlibrary), but that breakpoint seems to be never hit.
 
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running with valgrind suggests there are some problems in the proprietary libMali driver, for which there is no source:

That's normal if using memory set by an ioctl that valgrind doesn't know about, which is extremely likely when using the mali gpu driver. Valgrind can't trace into the kernel, so it's probably been correctly initialized there, but as valgrind doesn't know what the mali-private ioctls do it spews warnings like this. So you can safely ignore any 'using uninitialized memory' warnings in the gpu driver, and any memory allocated from the gpu drivers (mapped buffers etc.)
 
There is OpenGL 4.5.

Jokes asside, OpenGL 3 has a different syntax for Shaders, and will make the translation to GLES 2 more difficult in a general case, and probably impossible in some cases. Anyway, the next millestone is OpenGL 2.x, not 3.x.
 
Do not know if I wait until it is not :D

Continue to hope so:cool:
My current roadmap for gl4es is as follow:
v1.0 (almost there) => internal tracking of all fixed pipeline function (like matrix, light, material..), and support most GL1.5 function using GLES 1.1
v2.0 => Support most GL1.5 function using GLES2 (using a GLSL fixed pipeline emulator). GLES1.1 still available. This version will be probably usable on WebGL with emscriptem.
v3.0 => Add support to GL2.1 function on the GLES2 backend (using a GLSL translator).

I'm working slowly toward v1.0, getting ready for v2.0.
 
You should change the source license to proprietary and ask money for it.
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