Just a heads up, yesterday we pushed an update to Oculus Remote Monitor
that includes loads of bug fixes as well as a few cool new features
including:* Memory allocation tracking for entire process (you can see
mallocs, reallocs and frees on the time...
As many have probably encountered, ndk-gdb does not always work on all
devices, at least not easily. But that doesn't mean it never works! And
it doesn't mean it requires a rooted device!The following was tested on
OSX, but should apply to Linux and ...
Hi Dan, looks like its failing somewhere in eglCreateWindowSurface
inside VrApi. First thought is make sure your WindowSurface is a valid
ANativeWindow and that you are not yourself creating an EGLSurface from
it since you are setting the VRAPI_MODE_...
const int mask = 0xFFFE;...should work for excluding CPU0 for the time
being. And on current devices that shouldn't cause any issues but hard
to make guarantees for future/unknown hardware.We will likely change the
API to something a bit more flexibl...
Oh, also, those TA and SP are affinity masks and scheduler policy hex
values for...TimeWarp, DeviceManager, AppMainThread and
AppRenderThread....the last two are the thread IDs passed in via
ovrPerformanceParms.
Hi, your hypothesis is pretty close actually!We have seen this crop up
before. On some OS images the graphics driver included only uses kernel
workers on CPU0 with default priority. So occupying that core with
significant load can cause GL calls to g...