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AngelScript iOS x64

Started by February 09, 2015 12:04 PM
26 comments, last by _Engine_ 9 years, 9 months ago

I found this description

[source]

/// In the Itanium and ARM ABIs, method pointers have the form:

/// struct { ptrdiff_t ptr; ptrdiff_t adj; } memptr;

///

/// In the Itanium ABI:

/// - method pointers are virtual if (memptr.ptr & 1) is nonzero

/// - the this-adjustment is (memptr.adj)

/// - the virtual offset is (memptr.ptr - 1)

///

/// In the ARM ABI:

/// - method pointers are virtual if (memptr.adj & 1) is nonzero

/// - the this-adjustment is (memptr.adj >> 1)

/// - the virtual offset is (memptr.ptr)

/// ARM uses 'adj' for the virtual flag because Thumb functions

/// may be only single-byte aligned.

///

/// If the member is virtual, the adjusted 'this' pointer points

/// to a vtable pointer from which the virtual offset is applied.

///

/// If the member is non-virtual, memptr.ptr is the address of

/// the function to call.

[/source]

in ItaniumCXXABI.cpp from the LLVM compiler source code. It shows how the method pointer should be constructed on arm64.

From the address you have I see that your ExceptionCallback is not a virtual method, so the baseOffset should be zero. Though your screenshots don't show the value of this member, I suspect it is not zero which is why the call causes the crash.

Reviewing my code for this scenario I believe I've found the problem. The macro MULTI_BASE_OFFSET(x) is not configured correctly on arm64. Instead of reading the offset at position 8 in the method pointer it reads it from position 4.

Try changing the declaration of the MULTI_BASE_OFFSET(x) in as_config.h (lines 606-610) to the following:

[source]

//#if !defined( __amd64__ )

// #define MULTI_BASE_OFFSET(x) (*((asDWORD*)(&x)+1))

//#else

// #define MULTI_BASE_OFFSET(x) (*((asQWORD*)(&x)+1))

//#endif

#define MULTI_BASE_OFFSET(x) (*((asPWORD*)(&x)+1))

[/source]

then recompile the AngelScript library.

Please let me know if this solves the problem and I'll check in the changes.

(note, I believe there are more changes needed to support virtual methods, but if you don't use them everything should work)

AngelCode.com - game development and more - Reference DB - game developer references
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Yep this change helped to solve crash.

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Thanks for the confirmation. I've checked in this fix to revision 2131.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

On iOS64/arm64 one more crash left when using cast function.

Im not shure but looks like angelscript stack corrupted when follow macros arer used

#define asBC_SWORDARG0(x) (*(((short*)x)+1))
#define asBC_SWORDARG1(x) (*(((short*)x)+2))
#define asBC_SWORDARG2(x) (*(((short*)x)+3))
currently we remove all cast function and using ref object instead.
if you need detailed crash i later try to reproduce crash but in this case crash occurs in random place so i not shure what exactly info i must provide.

Can you show me how you've implemented your cast functions, and how you have registered them?

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

Previosly we register cast functions with asBEHAVE_REF_CAST and asBEHAVE_IMPLICIT_REF_CAST.

Now this was deprecated.

I tryed to reproduce same thing by register cast functions using opCast. And crash do not occur in this case. Cast function no longer leands to crash on ios arm64.

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Ah, that's good to know.

So for now I can consider that there are no more (known) problems on iOS arm64?

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

Yes, currently on iOS arm64 no more known problems.

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