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In some cases, with some versions of SDL2, on some different distributions and platforms SDL2 crashes at runtime if applications are built using V's default garbage collector.
Currently, especially the tVintris
example is known to cause different kind of crashes on different systems.
A, relatively simple, example MRE that crashes on my system (EndeavourOS, rolling, Arch based SDL v2.30.3 vlang/sdl
branch 2.30.0
):
module main
import sdl
struct Data1 {
mut:
a int
}
fn main() {
mut data1 := []&Data1{cap: 200}
for i in 0 .. 200 {
data1 << &Data1{
a: i
}
}
sdl.init(sdl.init_video)
window := sdl.create_window('Hello SDL2'.str, 300, 300, 500, 300, 0)
renderer := sdl.create_renderer(window, -1, u32(sdl.RendererFlags.accelerated) | u32(sdl.RendererFlags.presentvsync))
mut should_close := false
mut ticks := 0
for {
ticks++
evt := sdl.Event{}
for 0 < sdl.poll_event(&evt) {
match evt.@type {
.quit { should_close = true }
else {}
}
}
data1[0].a = ticks
data1.delete(10)
data1 << &Data1{
a: ticks
}
println('ticks: ${ticks}')
if should_close || ticks == 1000 {
break
}
sdl.set_render_draw_color(renderer, 255, 55, 55, 255)
sdl.render_clear(renderer)
sdl.render_present(renderer)
}
println('Exiting. If this was compiled without `-d sdl_memory_no_gc`, an invalid memory access error should occur')
sdl.destroy_renderer(renderer)
sdl.destroy_window(window)
sdl.quit()
}
We have introduced the compiletime flag: -d sdl_memory_no_gc
to mitigate the problem. Usage of this flag also means that the user will have to manage SDL's memory manually by utilizing SDL2's destroy
/sdl.free/1
functions.
The output when crashing is often similar to this:
main__main: RUNTIME ERROR: invalid memory access
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