Every libnx SDL2 homebrew crashes

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gbrownie5
Posts: 1
Joined: Thu Feb 28, 2019 8:11 pm

Every libnx SDL2 homebrew crashes

Post by gbrownie5 » Thu Feb 28, 2019 8:14 pm

Every time I compile and try to run a SDL2 homebrew in libnx it instantly crashes (other libnx examples work fine). I have a known working SDL2 project on Linux and several hello worlds but they all just instantly crash despite compiling without warnings.

I've noticed that the examples usually don't include the linker flags "-lGLESv2 -lEGL -lglapi -ldrm_nouveau". However, none of my SDL2 programs will even compile without it so could there be a problem related to this?

Here's the code from one of the hello worlds (carstene1ns "switch-sdl2-demo")

Code: Select all

/* Mini SDL Demo
 * featuring SDL2 + SDL2_mixer + SDL2_image
 * on Nintendo Switch using libnx
 *
 * (c) 2018 carstene1ns, ISC license
 */

#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_image.h>
#ifdef __SWITCH__
#include <switch.h>
#endif

// some switch buttons
#define JOY_A     0
#define JOY_B     1
#define JOY_X     2
#define JOY_Y     3
#define JOY_MINUS 11
#define JOY_LEFT  12
#define JOY_UP    13
#define JOY_RIGHT 14
#define JOY_DOWN  15

#define SCREEN_W 1280
#define SCREEN_H 720

int rand_range(int min, int max){
   return min + rand() / (RAND_MAX / (max - min + 1) + 1);
}

int main(int argc, char** argv) {
    int exit_requested = 0;
    int trail = 0;
    int wait = 25;

    SDL_Texture *switchlogo_tex = NULL, *sdllogo_tex =  NULL;
    SDL_Rect pos = { 0, 0, 0, 0 }, sdl_pos = { 0, 0, 0, 0 };
    Mix_Music *music = NULL;
    Mix_Chunk *sound[4] = { NULL };
    SDL_Event event;

    SDL_Color colors[] = {
        { 128, 128, 128, 0 }, // gray
        { 255, 255, 255, 0 }, // white
        { 255, 0, 0, 0 },     // red
        { 0, 255, 0, 0 },     // green
        { 0, 0, 255, 0 },     // blue
        { 255, 255, 0, 0 },   // brown
        { 0, 255, 255, 0 },   // cyan
        { 255, 0, 255, 0 },   // purple
    };
    int col = 0, snd = 0;

    srand(time(NULL));
    int vel_x = rand_range(1, 5);
    int vel_y = rand_range(1, 5);

    SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER);
    Mix_Init(MIX_INIT_OGG);
    IMG_Init(IMG_INIT_PNG);

#ifdef __SWITCH__
    //consoleInit(NULL);
    //printf("init...\n");
    // to speed up running in ryujinx/yuzu:
    //wait = 0;
#endif

    SDL_Window* window = SDL_CreateWindow("sdl2+mixer+image demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_W, SCREEN_H, SDL_WINDOW_SHOWN);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);

    // load logos from file
    SDL_Surface *sdllogo = IMG_Load("data/sdl.png");
    if (sdllogo) {
        sdl_pos.w = sdllogo->w;
        sdl_pos.h = sdllogo->h;
        sdllogo_tex = SDL_CreateTextureFromSurface(renderer, sdllogo);
        SDL_FreeSurface(sdllogo);
    }

    SDL_Surface *switchlogo = IMG_Load("data/switch.png");
    if (switchlogo) {
        pos.x = SCREEN_W / 2 - switchlogo->w / 2;
        pos.y = SCREEN_H / 2 - switchlogo->h / 2;
        pos.w = switchlogo->w;
        pos.h = switchlogo->h;
        switchlogo_tex = SDL_CreateTextureFromSurface(renderer, switchlogo);
        SDL_FreeSurface(switchlogo);
    }

    col = rand_range(0, 7);

#ifdef __SWITCH__
    SDL_InitSubSystem(SDL_INIT_JOYSTICK);
    SDL_JoystickEventState(SDL_ENABLE);
    SDL_JoystickOpen(0);
#endif

    SDL_InitSubSystem(SDL_INIT_AUDIO);
    Mix_AllocateChannels(5);
    Mix_OpenAudio(48000, AUDIO_S16, 2, 4096);

    // load music and sounds from files
    music = Mix_LoadMUS("data/background.ogg");
    sound[0] = Mix_LoadWAV("data/pop1.wav");
    sound[1] = Mix_LoadWAV("data/pop2.wav");
    sound[2] = Mix_LoadWAV("data/pop3.wav");
    sound[3] = Mix_LoadWAV("data/pop4.wav");
    if (music)
        Mix_PlayMusic(music, -1);

    while (!exit_requested
#ifdef __SWITCH__
        && appletMainLoop()
#endif
        ) {
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT)
                exit_requested = 1;

#ifdef __SWITCH__
            // use joystick
            if (event.type == SDL_JOYBUTTONDOWN) {
                if (event.jbutton.button == JOY_UP)
                    if (wait > 0)
                        wait--;
                if (event.jbutton.button == JOY_DOWN)
                    if (wait < 100)
                        wait++;

                if (event.jbutton.button == JOY_MINUS)
                    exit_requested = 1;

                if (event.jbutton.button == JOY_B)
                    trail =! trail;
            }
#else
            // use keyboard
            if (event.type == SDL_KEYDOWN) {
                if (event.key.keysym.sym == SDLK_UP)
                    if (wait > 0)
                        wait--;
                if (event.key.keysym.sym == SDLK_DOWN)
                    if (wait < 100)
                        wait++;

                if (event.key.keysym.sym == SDLK_ESCAPE)
                    exit_requested = 1;

                if (event.key.keysym.sym == SDLK_b)
                    trail =! trail;
            }
#endif
        }

        // set position and bounce on the walls
        pos.y += vel_y;
        pos.x += vel_x;
        if (pos.x + pos.w > SCREEN_W) {
            pos.x = SCREEN_W - pos.w;
            vel_x = -rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }
        if (pos.x < 0) {
            pos.x = 0;
            vel_x = rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }
        if (pos.y + pos.h > SCREEN_H) {
            pos.y = SCREEN_H - pos.h;
            vel_y = -rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }
        if (pos.y < 0) {
            pos.y = 0;
            vel_y = rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }

        if (!trail) {
            SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
            SDL_RenderClear(renderer);
        }

        // put logos on screen
        if (sdllogo_tex)
            SDL_RenderCopy(renderer, sdllogo_tex, NULL, &sdl_pos);
        if (switchlogo_tex) {
            SDL_SetTextureColorMod(switchlogo_tex, colors[col].r, colors[col].g, colors[col].b);
            SDL_RenderCopy(renderer, switchlogo_tex, NULL, &pos);
        }

        SDL_RenderPresent(renderer);

        SDL_Delay(wait);
    }

    // stop sounds and free loaded data
    Mix_HaltChannel(-1);
    Mix_FreeMusic(music);
    for (snd = 0; snd < 4; snd++)
        if (sound[snd])
            Mix_FreeChunk(sound[snd]);

    IMG_Quit();
    Mix_CloseAudio();
    Mix_Quit();
    SDL_Quit();

    return 0;
}
Makefile

Code: Select all

#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
endif

TOPDIR ?= $(CURDIR)
include $(DEVKITPRO)/libnx/switch_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm".
#
# NO_ICON: if set to anything, do not use icon.
# NO_NACP: if set to anything, no .nacp file is generated.
# APP_TITLE is the name of the app stored in the .nacp file (Optional)
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
# APP_VERSION is the version of the app stored in the .nacp file (Optional)
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
# ICON is the filename of the icon (.jpg), relative to the project folder.
#   If not set, it attempts to use one of the following (in this order):
#     - <Project name>.jpg
#     - icon.jpg
#     - <libnx folder>/default_icon.jpg
#---------------------------------------------------------------------------------
TARGET        :=    $(notdir $(CURDIR))
BUILD        :=    build
SOURCES        :=    src
DATA        :=    dat
INCLUDES    :=    include
EXEFS_SRC    :=    exefs_src

APP_TITLE   := SDL2+mixer+image Demo
APP_AUTHOR  := carstene1ns

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH    :=    -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE -ftls-model=local-exec

CFLAGS    :=    -g -Wall -O2 -ffunction-sections \
            $(ARCH) $(DEFINES)

CFLAGS    +=    $(INCLUDE) -D__SWITCH__

CXXFLAGS    := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11

ASFLAGS    :=    -g $(ARCH)
LDFLAGS    =    -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

LIBS    :=    -lSDL2_image -lSDL2_mixer -lSDL2 \
            -lpng -lz -ljpeg \
            -lGLESv2 -lEGL -lglapi -ldrm_nouveau \
            -lvorbisidec -logg -lmpg123 -lmodplug -lstdc++ \
            -lnx -lm

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS    := $(PORTLIBS) $(LIBNX)


#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT    :=    $(CURDIR)/$(TARGET)
export TOPDIR    :=    $(CURDIR)

export VPATH    :=    $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
            $(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR    :=    $(CURDIR)/$(BUILD)

CFILES        :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES    :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES        :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES    :=    $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
    export LD    :=    $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
    export LD    :=    $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES    :=    $(addsuffix .o,$(BINFILES)) \
            $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export INCLUDE    :=    $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
            $(foreach dir,$(LIBDIRS),-I$(dir)/include) \
            -I$(CURDIR)/$(BUILD)

export LIBPATHS    :=    $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)

ifeq ($(strip $(ICON)),)
    icons := $(wildcard *.jpg)
    ifneq (,$(findstring $(TARGET).jpg,$(icons)))
        export APP_ICON := $(TOPDIR)/$(TARGET).jpg
    else
        ifneq (,$(findstring icon.jpg,$(icons)))
            export APP_ICON := $(TOPDIR)/icon.jpg
        endif
    endif
else
    export APP_ICON := $(TOPDIR)/$(ICON)
endif

ifeq ($(strip $(NO_ICON)),)
    export NROFLAGS += --icon=$(APP_ICON)
endif

ifeq ($(strip $(NO_NACP)),)
    export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
endif

ifneq ($(APP_TITLEID),)
    export NACPFLAGS += --titleid=$(APP_TITLEID)
endif

.PHONY: $(BUILD) clean all

#---------------------------------------------------------------------------------
all: $(BUILD)

$(BUILD):
    @[ -d [email protected] ] || mkdir -p [email protected]
    @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
    @echo clean ...
    @rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf


#---------------------------------------------------------------------------------
else
.PHONY:    all

DEPENDS    :=    $(OFILES:.o=.d)

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
all    :    $(OUTPUT).pfs0 $(OUTPUT).nro

$(OUTPUT).pfs0    :    $(OUTPUT).nso

$(OUTPUT).nso    :    $(OUTPUT).elf

ifeq ($(strip $(NO_NACP)),)
$(OUTPUT).nro    :    $(OUTPUT).elf $(OUTPUT).nacp
else
$(OUTPUT).nro    :    $(OUTPUT).elf
endif

$(OUTPUT).elf    :    $(OFILES)

#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o    :    %.bin
    @echo $(notdir $<)
    @$(bin2o)

#---------------------------------------------------------------------------------

-include $(DEPENDS)

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------


WinterMute
Site Admin
Posts: 1403
Joined: Tue Aug 09, 2005 3:21 am
Location: UK
Contact:

Re: Every libnx SDL2 homebrew crashes

Post by WinterMute » Sun Mar 10, 2019 11:06 pm

I do hate to say this but it works for me. The most likely cause of your issue is that you haven't copied the data files to your switch.

There's a basic sdl2 sample at https://github.com/switchbrew/switch-ex ... dl2-simple which hasn't yet made it out to a release. That one uses sdl2-config to obtain compile time & link time flags rather than specifying everything manually. We can also use SDL_RENDERER_ACCELERATED now instead of SDL_RENDERER_SOFTWARE.
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